rFactor 2 Online Tools by Chris “redapg”

Discussion in 'Modding' started by Slow Motion, Oct 11, 2016.

  1. Kenshin

    Kenshin Registered

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  2. redapg

    redapg Registered

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    @Kenshin I just tried it out and for me, everything works as it has to.
    Does it happen for you with every uploaded tgm?

    Some Weeks ago, i switched the php Version on the Server from 7 to 8 and there have been some Problems that i could reproduce.
    But in this Case, when it works properly for me, i can do nothing, because the Problem doesn't appear.

    Sometimes it can be, that clearing your Browser Cache can help.
    Did you try that already?
    And which Browser do you use?
     
  3. Kenshin

    Kenshin Registered

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    I mainly use Chrome.
    Clearing the cache did not solve the problem.
    I also tried Firefox and the same thing happened.
    I thought there might be a problem with my TGM file I uploaded, so I tried with a different TGM file and was able to download it.

    https://docs.studio-397.com/developers-guide/car-development/car-physics/tyre-database
    My TGM file is “P_405-670-13x16.9_Slick_S_2018.tgm” in the s397 tire database.
    I have not made any changes to the file.
    But This TGM file is over 1000KB.
    Is this the cause of the problem?

    I uploaded a 113kb TGM file with only the lookupdata removed.
    Then I was able to download the file.
     
  4. redapg

    redapg Registered

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    @Kenshin With that File i get the Error "Fatal error: Allowed memory size of 134217728 bytes exhausted (tried to allocate 1212416 bytes)".

    That is a bit strange, because the Size of the Tire is 1212416 Bytes, which, from my Understanding, is less than 134217728 Bytes. :)
    I have to investigate....

    In the Meantime, please use your Workaround, with the temporarily removed [LookupV2] Section.

    Thank you for reporting this Problem! :)
    I'll keep you informed here.
     
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  5. redapg

    redapg Registered

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    @Kenshin The Problem should be fixed now, please test it again with the full tgm, with that it didn't work before.
     
  6. Kenshin

    Kenshin Registered

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    @redapg I just tried it and it worked!
    Thanks for the quick fix.
     
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  7. redapg

    redapg Registered

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    Due to a Request from a User (and to test my new Windows Installation), i've made a new Video, that shows how to apply the Shaders to the Windows, to get the Rain Effects working.
    I hope it's understandable and helpful.

     
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  8. redapg

    redapg Registered

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    Just as an Information: Due to a Request from a User, i have seen, that there are different Sets with the same Name being stored in the Database of the Tool "Create a new Set of Gear Ratios or convert them from rF1".
    There was a small Problem in the Routine that should have avoided that, that i have fixed now.

    If you are one of the Users that did save different Sets with the same Name, you don't have Access to all of them, because of the same Name.
    If you want to get the Access, inform me by Mail (Address is on the main Tools Site) or by a private Communication here in the Forum.
    Then i will rename the Sets, that they can be loaded properly.
     
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  9. redapg

    redapg Registered

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    Just as an Information and a Request to you: when i started to write the Scripts for my rFactor 2 online Tools Website, i did make 4 different Download Scripts, for different Files, that can be downloaded from that Site.

    Now, i restructured it, to have only 1 Download Script left, that gets used for all Files.

    And here is my Request to you: Because there probably are Links to the removed Download Scripts here in the Forum or on other Sites too, please report them here, if the Download isn't working anymore, that i can try to update the Links, to the proper Download Script.

    THANK YOU :)
     
  10. philrob

    philrob Registered

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    Chris, i have just uploaded the files from an RF1 car to convert to RF2 all works until i come to download the new chassis using the Chassis Ini generator. The program now stops working and i get no further, not sure if this is the new Script or i am doing something wrong.
     
  11. redapg

    redapg Registered

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    Thank you for Reporting Phil. :)
    That happened a few Times for other Users too and did have different Reasons.
    Can you please send me all Files that you did upload, that i can check it?
     
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  12. philrob

    philrob Registered

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    OK Chris files PM'd to you
     
  13. mantasisg

    mantasisg Registered

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    Anyone experienced such issue with tire radiuses ?

    I am running into issues with tire sizes. Doesn't seem like resizing tires gives an effect for radius. Visually - certainly. The tgm nodes gets edited beautifully, I edit tbc accordingly too. Model wheels are correct size. AI loads tires correct size. Just players tires seems to be same size no matter what. I am using tgm models originally sourced from ISI Howston G4, that were ~32cm radius, I need 30cm radius on old Porsche 911, and on this car difference of 2cm for radius shows quite obviously. Car drives well although, I guess thats because cars initially gets loaded with tbc tires, and thus inner suspension heights gets setup alright. Using tgm multiplyers is not an option.

    I have no idea where the issues are coming from. I think perhaps the original Howston tire radius is still somehow taken out from lookup table ?

    I am using these tools frequently. Without them moddign for rF2 would be significantly less likely.
     
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  14. Emery

    Emery Registered

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    Trying to understand... you mean the player's car graphical tire is too large, yet an AI tire is okay?
     
  15. redapg

    redapg Registered

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    Can you exactly tell me your Workflow (which Tool exactly you use, which Sizes you adapt in the tbc...), that i can try to reproduce it?
    The Best would be, if you would send me the Car with that it happens.
    It can be, that due to the Switch of the php Version from 7... to 8... Things like Calculations got "corrupted", but don't get displayed as an Error in the php Error Message System.
    So it's sometimes hard to figure them out.

    I guess you check the Tire Sizes tgm/tbc by switching between old and new Tire Model (Alt+T in DevMode), right?

    Did you already check if the Tire Pressure has an Influence?
    Maybe especially older tgm Tires do have not so "stiff" Tire Walls, that more or less Pressure can have an Influence too.

    And you say "Using tgm multiplyers is not an option".
    May i ask, why you do think so? :)
     
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  16. mantasisg

    mantasisg Registered

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    @Emery Yes it is that what happens.

    @redapg Thanks for reply. I was just about to compile a post. I might send the car a little bit later.

    I think the tire I am using has been already generated with exact same tool of yours. I use that first one, "the oldest". I have my 3D wheels correct radius. I do get properly edited TGM file using your tool, the Y coordinates of nodes are good. Tires does work well. Just too large. I edit TBC accordingly too. AI tires are good size.

    I haven't tested with deflated tires. But I have checked tires with 100kpa reduced pressures, down to 80kpa, and they appeared just as large.

    Sometimes I use size multiplyer, although I don't like to do this compromise. Sometimes tire still feels good, but yesterday I have tried reducing radius with it, and weirdly it didn't seem to make visual difference, and car drove worse. I expected that somehow game might be initiating some different file, and renamed it, it gave no results. Tried renaming tbc files in case there was some kind of issue, didn't help.

    This is TGM tire:
    [​IMG]

    This is TBC tire with alt+T:
    [​IMG]

    The difference is about 2-3cm in radius. I also checked out that approximately increasing radius in my 3D modeling program.

    Then I also checked the generated file in ttool. Interesting thing is that it shows "Nominal radius" as 0.325m. But it does show "Peak radius" correctly as 0.3m.
    edit: after checking other tires Nominal Radius seems to be default at 0.325, the true value is dynamic unloaded tire radius under it, which in my case is still 0.326m

    As in ttool glossary:
    Nominal Radius (m) → This should be set to the current tyre radius
    Peak Radius (m) → Peak tyre radius in metres. In other words, displays the current maximum radius of any individual node in the tyre.

    I have tried to set nominal radius to what I need, and ran 14 automated tests out of 230. It didn't help. Maybe should run them all.

    But I fear that likely the issue will be some stupid mistake I must be doing.
     
    Last edited: Nov 5, 2024
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  17. svictor

    svictor Registered

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    Check if SizeMultiplier (second value) in TGM matches "Radius" in TBC, both should match exactly (you will need to do some calculation to find correct TGM multiplier value that would give same radius as in TBC). Changing nodes "Geometry" in TGM may not affect "visual size".

    SizeMultiplier is the actual size that affects "visual size" in game while on track if the game is running RF2's physical tyre model. You can verify this by press Alt+T in DEV mode to switch between RF1 (TBC) & RF2 (TGM) tyre model. Since you have set correct radius in TBC, when you switch to RF1 model, it should immediately display "correct" tyre visual size, and that indicates SizeMultiplier (second value) needs adjustment to match TBC radius.

    Also important to note that changing TBC file requires restart dev mode to take effect, while TGM doesn't.

    Example:
    [​IMG]
     

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  18. mantasisg

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    @svictor Thank you. That was helpful. Indeed second value of size multiplyer changes radius. Now I have it looking alright, although it also feels almost as if it drives better too now. It is so weird, I think yesterday I was changing both of the values, although I was definitely focusing on first one...

    And that is very interesting thing about tbc not being reloaded as other physics files. I had a hunch it was so.

    I might stay with this multiplyer setting. Even though it is a compromise, and it is still strange how alterted nodes doesn't really change visual appearance. But I can tell for sure, that when tires get narrowed with these great tools, the handling effects are noticeable and natural.

    Multiplyers should have an impact for physics too though, I think not without a reason it is adviced that it is better not to alter tires by a factor of few milimeters by using it, not centimeters. But seems like sometimes physics of tires still remains ok when having changes in centimeters. Perhaps radius size multiplier is less sensitive than width multiplier.
     
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  19. redapg

    redapg Registered

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    @svictor and @mantasisg I've made the Tire resize Tool, where the Nodes get modified, in that Way, that the 2 Multiplier Values get set to 1.
    So they don't have an Influence anymore.
    But i will check later Today, if that is still the Case.
    As said, the Update of the php Version on the Tools Server did bring some Problems.
     
    Last edited: Nov 5, 2024
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  20. mantasisg

    mantasisg Registered

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    Thank you for your work. This multiplyers and nodes relation is absolutely a dark spot for me. Although it seems like it would be straightforward. Apparently they interact in some interesting way, as usual in rF2, wouldn't have guessed that the multiplyers takes part in that tool process. I always use only the first resize tool, the oldest one.

    I thought that all what happens is simply rewrite of node coordinates, something more is going on ?
     

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