Maybe someone with more experience with tdf files can help? We haven't changed anything in the tdf from 1.65 except the lines for wetskid and spray and added one missing material (Forestcover). Here is a part of the tdf with some odd values marked in bold. The material could be "b4road_wet".
The section of track from pit exit to the first Tattoo, the material is called road12_wet, and used for most of the track. Under the tattoo is called roadtat13, to the right side of the tattoo is called b4road_wet and a patch next to that called b3road_wet. Then under the bridge we got road12_wet again. Then 20 metres of road9_wet, then road12_wet that takes you round the old pits.
My understanding is that those values define how strong and at what frequency the force feedback is applied when you drive over a material/ bump ( just like a sine wave). There is some brief information arround but unfortunately no clear documentation about valid values and/ or recommendations what values to be used for different surfaces ( e.g. curbs, gravel,...). http://www.racedepartment.com/threads/tdf-info.11528/ Sent with Tapatalk
thanks so much! running 103 AI simulating 24h/VLN race with the assets we have, runs very smoothly and looks great!!! oh, btw, can we do some (multiclass-) online-racing please now finally ???
Wow, what a class act guys! Have to get in line to say a big big thank you to DJCruicky and Tosch for their work (and again to pleclair for laying the bricks under the tarmac before). Great job! Especially the colours are spot on.
From me also a BIIIIIIIIIIIIIIIIIIIIIGGG THANK YOU DJCruicky and Tosch!!! Graphics and atmosphere is on a new level now!! My wishlist for the future: The full 24h layout. (*dream*)
The problem with the T500RS worries me a bit (holiday time without my steering wheel): it would be too bad, when I'm back, not to take advantage of this great track ...
@Tosch & DJC - awesome collaboration!! This is a dream to drive, especially appreciate the Autumn surprise. Again, kudos to Pierre for the birthing pains.
That should not worry you, lowering FFB multiplier for this track and all is OK. Edit: or adding some filter in control menu (I have 0 usually with T500RS, I had 8 with my previous G25) fix also the problem like I just tested. Ok, more precision, I said lot of wrong stuff on above post, sorry about that (tired ) This is exactly where the road have clearest part than other part of the road. E.g. it's not from the pit, it start exactly near them, at the yellow mark on the right trail (second 15), few meters before the first bridge with the blue banner and stand after graphics on ground. Later, in a left curves (second part of the video below), you have the left half part of the track with this clear texture and having this strong rattle problem when the other right half part is darker and don't have the problem at all, and then few tens meters later, both part become clear and have the problem. Ok, better with a video I added the pedal plugin so you see the FFB meter and understand what happen on the wheel on those zones. On dark part the FFB meters raise gently in curve even if it goes high, is not vibrating strongly like on clearest part where the problem happen: Second part is "exaggerated": I was driving with one hand and that's why I lost control on at the end of the video, this is with default FFB x1 and usual T500RS settings (TX at 60, 100, 100, 0, 0). I understand both textures should have a different feeling and relief and that's a cool feature but the difference seems too strong IMHO. Note this is not that important as lowering the FFB multiplier on this track fix easily the problem so I consider it's a minor one The work you made is amazing!
The mediafire link does not work and the Mega requests a password. I leave a new Mega link. https://mega.co.nz/#!jMdiwIxR!Z6x8gKKukmhDpr6IhDBSIfpDkGUdp2rQrbmZBVjsM18