Tyre physics workflow

rysim abd

Registered
Hello,I'm trying to make a tyre using spreadsheet provided by studio397.
First I filled out Tgm generator spreadsheet to obtain .tgm file,then I put it into ttool,click Run Automated to generate the lookup table,then put it into tgm file,and what's next?The tgm file at this point seems can't work correctly in game (I tried and game crashed:()
I have seen the Dev guide and a legacy ttool guide,but still not very clear about what the quasi static and real time analysis do.Is it only a way to check the tyre characteristic and performance?Is there any more data I need to put into tgm file after run these analysis?

Because run those analysis is very time consuming,I'd like to figure this out before spending more time(I already wasted a lot of time).

Thanks in advance!
 
Hello. I am sorry I probably won't be ablt to help you. After years of modding I still haven't built a tire all from scratch. I always use most similar tire I can find, alter its nodes with redapg tire modifier: https://meetme.bplaced.net/rF2_onlineTools/. Then there is whole lot of work with realtime parameters. Also you must not forget that you have to have an older tire model .tbc file too, and it must link to your .tgm files, while in .hdv file you link to .tbc file. TBC is mostly for AI, but there are few params that is for player too. For proper physics it is necessary to have .tbc and .tgm tire radiuses match (you can check that easily in devmode by pressing alt+t). Also depending on how according to reference plane your suspension geometry is set up you might have to adjust corrected inner suspension height parameters in .hdv too.

I can't think at the moment for many reasons why your scratch built tire fails to load in game. But first things come to mind are bad files linking in tbc, probably missing. Also maybe there could be some issue with masses and inertias. Perhaps it also could be that corrected inner suspension heights gets broken so much that it breaks the physics. I only remember once when working with real time parameters broke my physics, I think it was when I was setting bristles or ring stiffness/damping very wrong.

There could probably be various other reasons. You can also check trace file, perhaps it could suggest the cause. Have you tried putting on some other tire to make sure that it is really the tgm that causes the crash ?
 
Hello,I'm trying to make a tyre using spreadsheet provided by studio397.
First I filled out Tgm generator spreadsheet to obtain .tgm file,then I put it into ttool,click Run Automated to generate the lookup table,then put it into tgm file,and what's next?The tgm file at this point seems can't work correctly in game (I tried and game crashed:()
I have seen the Dev guide and a legacy ttool guide,but still not very clear about what the quasi static and real time analysis do.Is it only a way to check the tyre characteristic and performance?Is there any more data I need to put into tgm file after run these analysis?

Because run those analysis is very time consuming,I'd like to figure this out before spending more time(I already wasted a lot of time).

Thanks in advance!
Did you check the trace file in case it says what’s wrong?
 
Hello. I am sorry I probably won't be ablt to help you. After years of modding I still haven't built a tire all from scratch. I always use most similar tire I can find, alter its nodes with redapg tire modifier: https://meetme.bplaced.net/rF2_onlineTools/. Then there is whole lot of work with realtime parameters. Also you must not forget that you have to have an older tire model .tbc file too, and it must link to your .tgm files, while in .hdv file you link to .tbc file. TBC is mostly for AI, but there are few params that is for player too. For proper physics it is necessary to have .tbc and .tgm tire radiuses match (you can check that easily in devmode by pressing alt+t). Also depending on how according to reference plane your suspension geometry is set up you might have to adjust corrected inner suspension height parameters in .hdv too.

I can't think at the moment for many reasons why your scratch built tire fails to load in game. But first things come to mind are bad files linking in tbc, probably missing. Also maybe there could be some issue with masses and inertias. Perhaps it also could be that corrected inner suspension heights gets broken so much that it breaks the physics. I only remember once when working with real time parameters broke my physics, I think it was when I was setting bristles or ring stiffness/damping very wrong.

There could probably be various other reasons. You can also check trace file, perhaps it could suggest the cause. Have you tried putting on some other tire to make sure that it is really the tgm that causes the crash ?
Yes,It's tgm's problem.I linked tbc to other existing tgms and everything works fine.
But just now I put the tgm file that "Run Automated" generated(called QuasiStaticResults or something like that) directly into game instead of copy the look up table and paste it into the original file ,and it loads properly!
 
It said"After subtracting tire rigid ring mass and inertia from a wheel, the wheel's values went to zero or below! Note that this may be due to some combination of upgrades!"
Maybe that causes the problem, but I don't quite understand the reason.

Update:the cause is my tgm filename include"-",should be replaced with"_" :D
Did you check the trace file in case it says what’s wrong?
 
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It said"After subtracting tire rigid ring mass and inertia from a wheel, the wheel's values went to zero or below! Note that this may be due to some combination of upgrades!"
Maybe that causes the problem, but I don't quite understand the reason.
Yeah, that'll crash every time.

Your new tyres have a different mass to the original ones (I assume the car worked previously with other tyres), and it subtracts the tyre mass from some part of the corner total. I'm realllly fuzzy on the details right now...

If you're using the physics spreadsheet updating the tyre masses in there with your new ones should have it calculate the corner masses correctly, otherwise you'll have to do it manually in the chassis.ini.


*Oh, I see your previous post now. So yeah, you don't want to just copy in the lookup table when you change the geometry. Should use all the entries.
 
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