Hi all, I am currently learning about createing vehicle physics for rF via hdv/pm files, and i thought it would be a good idea to collect all of the info that i find in this thread so that my fellow noobs can benefit. If anybody has anything to add like tutorials please do, it will be much appreciated. I will be continuously updating this thread when possible. Bristow Physics Tutorial http://www.ausfactor.com/rfc/HDV.htm http://www.bozracing.com/forums/viewforum.php?f=79 ------------------------------------------------------------------------- http://isiforums.net/f/showthread.php/1573-Modding-Downloads http://www.ausfactor.com/rfc/HDV.htm. http://isiforums.net/f/showthread.php/7151-Let-s-talk-about-new-engine-model-%28engine-ini%29 Inertia Info http://www.eng.auburn.edu/~dmbevly/mech4420/vehicle_params.pdf http://hpwizard.com/rotational-inertia.html http://www.nogripracing.com/forum/showthread.php?p=1561754 ----------------------- http://isiforums.net/f/showthread.php/4491-PM-HDV-Suspension-Questions http://finnsontrack.weebly.com/information.html http://www.nogripracing.com/forum/showthread.php?p=1561754 http://www.nogripracing.com/forum/showthread.php?t=278913 Suspension http://www.nogripracing.com/forum/showthread.php?t=3630 http://www.nogripracing.com/forum/showthread.php?p=1525050 Suspension Editor http://forum.racingtracks.net/index.php/topic,651.0.html Niels Heusinkveld testing physics www.youtube.com/watch?v=CT8QsQ-910w www.youtube.com/watch?v=L3plq8UiIrU&feature=plcp
I think this is something that should be on rF2 Wiki too. Anyway, this is where I have put stuff: http://finnsontrack.weebly.com/information.html Then if you search modding help section of let's talk threads I have started those should have some good bits which I wish to have in Wiki someday written up in such manner that anyone having understanding of real cars and data from them should be able to make cars without degree in physics and still producing somewhat believable results. But it is long process, so your list will be very good help until then. For Inertias this thread is useful. http://www.nogripracing.com/forum/showthread.php?p=1561754 There is talk about inertia increasing when reducing car's mass, I believe that has part reason of where engine etc. are and how much they weight, reducing car mass makes that one end of car heavier in relation and can cause results that first look wrong, but can be right, anyway calculator is just a quick guessing tool, always better to check with other means and also have some referenses like inertia list of cars from SAE document that has been mentioned, google sae1999-01-1336.pdf to get a link. Generally in rF1 may mods had bit low inertias from my understanding and what wiser ones have told me, making cars feel like made of paper, but suspension and CG height play part of that too, more about that can be read from link in my signature, suspension stuff.
That's something the community, and not just rfactor but any sim community based on open sim, needs. Tutorials, sharing knowledge, and not boasting "my car is more realistic than xy" without having no solid proof, I like that. For rf1 there were good explanations of hdv and other files by some guy (Bristow I think), hopefully there will be something similar, if not from directly ISI. The tyre model will be a big problem in rf2 to understand thats sure.
nonsense ... hundreds of lines of calculations, buyout to hold himself. The result - the engine itself did not count. Only simulates a given calculation.
There were more recent versions of these at new race sim central, but as they pulled a plug without much warning, they got lost, however older versions can be found at Boz racing site: http://www.bozracing.com/forums/viewforum.php?f=79 Anyone playing tires, should examine these parameters, I have found out that I can make tire to do whatever I like when playing with these, but still I have not much of idea how to set them realistically, these are bit like old slip curve table, but effect is stronger: StaticCurve=(173, 0.61, 373, 1.176, 673, 0.61) // at -100C there's 52% of maximum static grip, at 100C it's maximum, at 400C it's back down to 52% of max static grip SlidingAdhesionCurve=(-9.2, 0.4, -5.2, 1.7, -1.2, 0.2) SlidingMicroDeformationCurve=(-5.2, 0.3, -1.2, 1.8, +1.8, 0.3) SlidingMacroDeformationCurve=(-1.2, 0.2, +2.3, 2.0, +5.8, 0.4) RubberPressureSensitivityPower=(-0.075,5000,500000,1) // power,offset,nominal_max,normalize all curve lines are such that first is test condition and it is followed by value for that condition (grip multiplier, reduces grip at extremes, gains at optimal), 3 conditions are presented. That complex geometry, that takes hours to compute then, what I think is that if that is wrong, you end up with silly curve values, but you can still get tire that performs very close to specs and does most what you would except it to do, however wear and heating might be then that are not possible to get right, so it is important, but with those parameters it is very easy to mask issues away from sight. Anyway as there are no any better knowing of this yet, then there is no much of tutorial to be made from this, but at least something to get started with playing and maybe someone finds some wisdom from how these should be set and can shed light to darkness then.