Today I have been able to progress on the suspension physics. Now it's much more accurate than in the previous version. Check the screenshot for a reference. Moreover, 3d model work is also progressing really well. PS: Rear Wheel rear lower arm inner position has already been corrected.
New 3D model progress. The hi-detail model (170k poly) has been reduced to 42k polys. Physics wise, I have already imported into dev mode the new geometries. I needed to solve an issue with a division by zero on antisquat (didn't have that into account, now it's solved both antisquat and antidive). @fohdeesha in addition to the values I have asked you, would you mind to check with your buddy the antidive and antisquat values, so we can have them perfectly reproduced in game?
I have uploaded a new version, with the latest physics: <Download removed> Also the windshield has been removed (when seat nearer than 0.5m so adjust your seat) to sort out the issue while 3D model is being redone.
I just passed them on to my friend and he seemed slightly confused, are these settings on the suspension or actual values of the suspension geometry itself (such as measurements and angles etc)? He said he'll pass them on to the engineer so hopefully he knows more also amazing progress! Excited to try the new version tonight
These are calculated based on both the angles of the lower and upper arm. If you are able to get the angles of each arm (both for front and rear suspension) I will get all I need Thank you!
A nice step forward! If I can offer some non-technical feedback. The FFB (which we will assume is a reasonable representation of the physics) is lacking in lateral grip compared to vertical forces. In plain language, every ripple on the pavement or serrated curb is coming through loud and clear, exactly as one would hope. Cornering forces and a feeling of weight in the car are both very understated and seem like the "volume knob" was turned way down on those. If the lateral forces can be boosted without over-boosting the other forces, we'll be in good shape. Others with more expertise will know if this is because of a flaw in the car model translating into accurate physics, or, the model is now OK, but some other adjustment is needed to create a balanced and authentic feel.
Thanks for your feedback, Marc, it's really appreciated. I have the same sensation too. Currently the new steering physics are not implemented in my model. With those implemented, surely more lateral information will be provided by the steering wheel.
nice to hear lestrat, the only thing i noticed for sure was ffb felt too light, didnt know if it was because of the physics or what. the cockpits now 100% useable which is awesome but if im being picky id like more detail in there eventually. the other thing is i felt it was a bit grippy to what i imagined. im not fast enough to really drive the car on the limit but just throwing that out there.
Incredibly fun to drive. Took on some T280s and other vehicles at Shojo yesterday mainly b/c better graphical performance and T280s turned out to pretty good matchup. 917 is a drift machine but possibly TOO easy to recover? Curious was new CPM used?
good news! "neil said he should be able to get all that 917 data when it and its spec sheets get home in the trailer"