[REL] Top Gear TT - Dunsfold Aerodrome (Multi Layout)

Discussion in 'Locations' started by Tuttle, Mar 30, 2012.

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  1. 1959nikos

    1959nikos Registered

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  2. Tuttle

    Tuttle Technical Art Director - Env Lead

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    No problem..:)
     
  3. 1959nikos

    1959nikos Registered

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  4. privatebrian

    privatebrian Registered

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    Tuttle, i am soooo sorry please forgive me.
     
  5. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Sorry for what? ....I signed the CTDP letter just because I understand and support their decisions, but I'm not going to change anything in my (personal) projects...:)

    Don't do drama where there is no drama...;)

    PS: please, can we stay on topic? Top Gear Test Track thread... Thanks...
     
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  6. MarcG

    MarcG Registered

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    Tuttle on the fast left turn at the section with the Tire Stack, have you got tghe relevant Dip just off the tarmac off road? As when watching Top Gear you see the cars kick up some dust at that bit, watch a Youtube video if you dont know what i'm banging on about! Would be cool to have that in there as a dip as oppsed to flat grass next to the track.
     
  7. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Yep sir. The entire Top Gear track have a tarmac surface higher than the side terrain (maybe caused by a lot of new asphalt layers)...and that specific area you're talking about (the Follow Through exit corner) is more bumpy because stig (and other drivers) are cutting the corner all the time in flatout speed...:)

    So, yes...you've the "nice" step on the corner...

     
  8. Tuttle

    Tuttle Technical Art Director - Env Lead

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    You can see it in this track preview at about 1:10 :)

     
  9. MarcG

    MarcG Registered

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    oh yeah awesome, sorry forgot I'd seen that before lol! cheers mate
     
  10. GTrFreak

    GTrFreak Registered

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    I'd like to hear from ISI why the cars are reacting so strange on dips, bumps or rumble strips like in the video. In rF1 I remember brianza being a pain in the ... because the AI showed strange behaviour, like jumping, dipping into the curb in a high frequency

    Excuse me for Off-topic, but had to say that
     
  11. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Well, AIs sometimes are unpredictable...The follow through should be cutted at flatout speed..but AIs are braking/pushing all the time, so I think those meganes are bouncing due the useless braking/pushing before the fast corner...furthermore in the video I was testing the real head motion plugin which enhance a lot the motion perception.

    Actually, testing the F308 @ Dunsfold, I can cut that corner in flatout - and the reaction of the car is pretty nice and realistic...idem driving the meganes, so I think could be a limit of the actual AI.

    Maybe it's caused by this line in the .HDV per car (I've to test it);

    AIMinPassesPerTick=10 // minimum passes per tick (can use more accurate spring/damper/torque values, but takes more CPU)
     
  12. ethone

    ethone Registered

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    AI uses/used lower physics frequency.

    More generally speaking, any sufficiently sudden changes in geometry in a sufficiently very short amount of time (i.e. at high speed, like that bump in Tuttle's video) are tough to compute in real time. You probably could get a more accurate reaction but you'd have to break real time to do so.
    At 200kph you're doing 56 meters/second. With a physics polling frequency of 100hz (not sure what frequency rF2 runs on, I seem to recall something about 30/60hz from rf1? or was that still F1C?) that would equate to 56 centimeters per physics polling step. More than half a meter.
     
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  13. GTrFreak

    GTrFreak Registered

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    ah, that would be it then, thanks for the explanation!

    If it's the cause I think we'd have to live with it, don't we? Probably we're in for some more artifacts then, because of the 3d curbs we have in rF2?
     
  14. Tuttle

    Tuttle Technical Art Director - Env Lead

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    This is pretty interesting stuff...I would like to see a thread about this with some ISI infos... Thanks ethone...:)
     
  15. Mike Cantwell

    Mike Cantwell Registered

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    Is there any chance of some screen shots of the buildings? Particularly the old tower and the more remote buildings?
     
  16. Tuttle

    Tuttle Technical Art Director - Env Lead

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    At this time I can't...but this "old" screenshot show the tower (far buildings are not completed yet);

    [​IMG]
     
  17. pay2021

    pay2021 Registered

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    All i just can says is: amazing

    I cant wait to ride it!! Cheers Tuttle!
     
  18. navorsky

    navorsky Registered

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    Man, every time i enter this thread, i cant stop thinking HOW AMAZING is the work you´re doing. Seriously.
     
  19. mclaren777

    mclaren777 Registered

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    The physics in rF1/rF2 refresh at 360Hz.
     
  20. ZeosPantera

    ZeosPantera Registered

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    I thought the physics in rF1 refreshed with the framerate.. or is that only the FFB interval?
     
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