I am in the process of porting a mod to rf2 and I have one anomaly I can't seem to fix. It's an open wheel car and all the suspension pieces show up properly under ModDev except the front right. I have played around with the common suspension ini file, but nothing seems to change. Are there any suggestions? Thanks in advance.
Are you referring to the pivot point of the gmt? If so I believe they are correct because this mod has multiple cars and all of them demonstrate this issue. There are 5 steering and suspension arms per wheel and it appears to only happen to 3 of them on this one wheel.
suspension.ini? it's chassis.ini or suspension.pm It's the car driveable or not? It's just a graphic issue or physics? Could you explain more or show a picture of the car into ptool ?
@dradecki If it's a rfactor 1 mod that you are porting, i would suggest to, as first step, check the suspension with the rfactor 1 suspension editor: http://www.mediafire.com/file/rp51ozile7zo941/SuspEdit_v2_build_20.rar If it looks good there, i also would say that it is pivot point related, like @Nibiru has said. But it can be other things too. How do you create the flex chassis.ini for the rfactor 2 version?
Thank you @dbaldi for the link to the editor. I had this one a couple years ago, but lost it. I generated the chassis file using the rf2 onlinetools. I guess I must be confused. What is the pivot point that is being referred to? And where does it need to be set? Are you referring to the tire?
knowledge.autodesk.com/support/3ds-max/getting-started/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax-Tutorial/files/GUID-A83F6C80-0BD5-4F07-9479-5968E570C460-htm.html I don't think you are using 3ds max but maybe it helps understanding.
@dradecki It was me who posted the link to the rfactor 1 suspension editor. Pivot points can be set for specific meshes, like the steering wheel or the helmet, to let them rotate around that point. Normally all other parts don't need to have another pivot point than 0,0,0. If you use 3dsimed, you can set the pivot point with it.
My bad thank you for the link. I understand pivot points, but what I am curious about is the specific pivot point that would effect the placement of the steering and A-arms on this particular wheel. I see the pivot points of the tire and wheel, are we referring to these?
@dradecki The problem with your problem is, that the displaced suspension can be a result of different things. So to find a solution with just posting suspicions here in the forum, is almost useless. Would you upload the whole folder of the mod, as it is in your devmode? If yes, we can load the car on on own machines and start to investigate. I would suggest to send a downloadlink in a private conversion, if you upload it.
Actually I found the issue (finally!!!!). The suspension instance designators in the vehicle gen files were mismatches to the Suspension connection points in the damage ini file.