The Torque of the Engine gets used as Basis, for all Calculations that affect the Power and some other Things. So when you've "entered" the Data, you are done with that Part of the Engine Creation.
Hi @redapg aparently the tools are offline at the moment. I'm receiving a HTTP 404. Thanks for your help.
There can (and probably will) be 1 or more, of 3 possible Reasons on your Side: 1. You use a wrong Link with https at the Beginning. Use this Link: http://meetme.bplaced.net/rF2_onlineTools/ 2. Your Browser has a Setting, that avoids to open "unsecure" http Websites 3. You use a VPN Service The Site is online now, but there has been some Maintenance Work at the bplaced Servers in the last Weeks, so that always can be a Reason too, but it will be only temporary and should not last long.
hi,do you know where the tire size multiplier values are listed in the tire spreadsheet generator? it exports as SizeMultiplier=(1, 0.99999) by default , is there a way to change it to to (1,1) like the old tire spreadsheet ?
@cristianuk I just checked it and it's a calculated Value, so when you set it to 1 in the Spreadsheet, it will not work properly anymore. You can simply set it to 1 in the exported tgm File, or check the Formula (click on Cell U13 in the Compound Tab, to see the Formula) backwards, if you maybe can find a Problem there. I would leave it as it is, because the Difference between 0.99999 and 1 is 0.00001 = "nothing"
https://www.studio-397.com/modding-resources/ TGM Gen V0.29 – Brabham BT44 Rear Example ODS – July 31, 2016 i received the correct size as specified in that spreadsheet in this software when i view the tgm https://forum.studio-397.com/index.php?threads/suspension-car-editor.42877/ i get different values when i export with the latest spread sheet, changing the multiplier value made no difference with both spreadsheets versions
Maybe you did not notice my 2nd Post Yesterday, so please read it too. When you export the tgm from the old and the latest Spreadsheet, you get different Sizes in the mentioned Tool, because they generate different Tires. Or do you use the exact same Values in both Spreadsheets? And the mentioned Tool ignores the Size Multiplier i suppose. I think it uses the Node Coordinates to calculate the Size, like i do it in my Online Tools. If you create new Tires, the Size Multiplier should be (1, 1) (also (1, 0.999999) is OK. If you want to use your generated Tire on another Car, that has different Tire Sizes, you can use the Size Multiplier to adapt your Tires, instead of building completely new ones, with the exact same Properties. Maybe i don't understand what your Problem is. If that is the Case, please try to explain it more detailed.
the size doesnt matter in the spreadsheets what i was saying is that i get the correct values from the the old spreadsheet in the Modding_Tool
Sorry, i fear i still don't understand what the Problem is and i don't know the Modding Tool that you use. If you have a Problem with a 3rd Party Tool, it's better to directly contact the Creator of that Tool that you use and ask him. If you have a Problem with my Online Tools, i can help you.
i partly got the answer i needed my first question was about the Multiplier and you said the Modding_Tool and online tool use the Node Coordinates, thank you Modding_Tool is very useful to verify if the tbc is set up correctly and you can also make adjustments for the wheels mass in the chassis section , i noticed in default rf2 cars in Modding_Tool if i select "use tgm geometry values" the size doesnt change which means the tbc is set up as it should
I only supposed, that the Modding-Tool from @Leonardo1962 uses the Nodes to calculate the Tire Size, because that is the only Way, to get proper Sizes. And i definitely know, that i use the Nodes in my Online Tools for the Tires. But what i always do and would recommend to do , is to check, that the Sizes don't change, when you switch between (Alt+T) the old (tbc) and the new (tgm) Tire Model in the DevMode.
Just as an Information: I've updated my bplaced Account to "Pro" for 1 Month, to test if it worths it. One Advantage should be, that you should be able to upload more than the current 6 *.png Files in the UI Icon Creator Tool. I did remove the Restriction to max. 6 uploaded Files and tried it with 15, which worked. But the Download of the *zip File lasts a While, because bplaced is no File Host and has limited Download Speed, i guess. Please try out if you can upload more than 15 Files and get properly generated Icon Files back. Another Advantage is, that in the Pro Version, the Sites can be used with https Links now, which avoids the Problem with the Browsers that don't "like to open" http Links. Please report, if you notice something strange or good. Feedback is welcome.
Just as an Information: i've uploaded a modified Script of the Sound SFX to Sound JSON Converter, that you can choose to use on the main Site. This new Script allows to edit some Values, like the Volume and the Pitch. It is WIP and i will update it bit by bit, which will last a longer While. You can use it as a kind of Online Editor, when you download the JSON File, leave the Site opened, try the downloaded JSON out and, if necessary, change Things, download it again and so on... From Server Site, you can let the Site 10 Hours being opened. I normally delete all TEMP Folders after 1 Hour automatically with a Script, but i've made an Exception for the SFX->JSON Converter. Feedback is welcome and PLEASE report all Problems that appear. Thank you
I have been converting a lot of .SFX to .JSON recently. So pleased to hear this has been updated, it should make the process a bit easier for me. I am also finding that I will balance the sound of the car perfectly in dev mode, but once I migrate the content over to the real game, the sound gain is all over the place and completely innacurate compared to the volume in dev mode. Not really sure how to address this either because I have already ensured that my volume is 100% in both versions of the game. I am forever adjusting the .JSON values in my sounds and wasting many hours in the day
Hello @Pales, yes this JSON Sound Thing is one of the most painful Parts. A "Live" in Game Editor would make it a lot easier, but we have none. To be honest, i've never checked, if there are Differences between the DevMode and the main Game, because they should work identical. A DevMode that works different as the main Game is almost useless. Unfortunately, many Things have been "corrupted"/changed due to the ongoing(?) Development of rFactor 2, so that everything can happen. I, for Example, have to use the Build with the former DevMode, to be able to drive in the DevMode at all, because the FFB in the DevMode of the default Build is MUCH too strong for me, which makes it impossible to test any Physics Settings. It's an endless Story....., but it's one of my Hobbies.
Yeah, the .JSON file is incredibly complex. I was wondering if the process of creating a .JSON file could be automated somewhat where rather than manually editing it line by line, we could use Chat GPT to make some sort of application/batch script that automates the whole process. For example, if I had various sound files for a car that I made, I could open up the batch script and ask for to generate a .JSON file putting all of the sounds in the right sequence automatically based on their matching file names. Not sure how practical it is, but I may try exploring it to see what is possible.
@Pales AI created Scripts? Do you want to take away the Challenge and Fun from me, to create them by myself?
Hi Chris, I had an opportunity to use your new tool. The layout is excellent for differentiating between internal and external, and i LOVE being able to adjust individual volumes per rpm. Very nice stuff. The only thing that I noticed when testing was that it was showing a syntax error and crashing my game in dev mode. I have included an example below. View attachment upload_2024-6-26_10-4-7.png I think it needed to be: { "burst": { "name": "starting", "volume": 1, "sample": "URD_AuraPX1_sound\\r18_starting_ex.wav" } } As soon as I fixed the syntax error, it was working OK. No other problems with the conversion but this issue is consistent, it always generates this syntax error, even with other .SFX files. Do you think you can also look to add wind and tyre sounds as well? They always seem to be extremely loud for me in dev mode with the default values and I always find myself having to adjust them manually in the .JSON