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Old 19 Jun 2009, 03:03 (Ref:2486323)   #26
YZ250
Rookie
 
Join Date: May 2008
Australia
Victoria
Posts: 57
YZ250 should be qualifying in the top 10 on the grid
Quote:
Originally Posted by DAVID PATERSON View Post
I have seen AI cars and my own car have massive cartwheeling rollovers and land on their roof, then miraculously right themselves on four wheels and drive away, to continue racing. This is plainly unrealistic. How do i fix it, so that cars are out of the race DNF after massive rollovers?

I'm obsessive about realism, so what percentage should i set the damage multiplier and driver aggression levels to? 100%?
League racing we run at 95%, try the 100 %, hitting a wall at gr8 speed will result in no engine with it.

I dont believe a roll over will give you a DNF , the Car files would have to be altered . you can do this by changing the file in the specific mod itself.
Called Car_damage configuration files. Heres an example of one, dont ask me what values to change lol
// This file has two sections ... physical damage and vertex deformation.

// PHYSICAL DAMAGE:
[PHYSICAL]
RadiusAdd=0.6 // Base radius to apply damage
RadiusMult=0.00014 // Multiplied by collision impulse to increase radius
RadiusMax=2.6 // Maximum radius to apply damage
Engine=16000.0 // Impulse to seize engine
AeroDiv=1.25e-5 // Multiplied by impulse to affect aerodynamics and vertices
AeroMin=1050.0 // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier)
VertMult=1.0 // Multiplied by aero damage to get vert damage
RadiatorCoverInstance=RadCover // If this gets knocked off, engine cools but aerodynamics suffer
DeactivateInstance=LowDetailEngine // Deactivate this instance if any parts get knocked off
ActivateInstance=HighDetailEngine // Activate this instance if any parts get knocked off
WallSkidThresh=3000.0 // Minimum impulse to generate wall skid (ignores damage setting and multiplier)
FrontWingDetach=1900.0 // Minimum impulse to detach front wing (doesn't apply to WC cars)
FrontWingRandom=1.0 // Fraction of time wing breaks off
FrontWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage
FrontWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertia
FrontWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
RearWingDetach=1900.0 // Minimum impulse to detach front wing (doesn't apply to WC cars)
RearWingRandom=1.0 // Fraction of time wing breaks off
RearWingPos=(0.0,0.0,0.0) // If zero, automatically finds position of wing from graphics to check for damage
RearWingMassInertia=(10.0, 1.0, 0.5, 1.5) // Mass and inertia
RearWingCollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
TireCutDull=(6000.0, 0.25) // Impulse and fraction of incidents to cut tire with dull object
TireCutSharp=(500.0, 0.65) // Impulse and fraction of incidents to cut tire with sharp object (body panel or wing)
WheelBend=7500.0 // Impulse to bend wheel
WheelDetach=23000.0 // Threshold to detach wheel
WheelRandom=0.35 // Fraction of incidents where wheel actually breaks off
Wheel0MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia
Wheel0CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction
Wheel1MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia
Wheel1CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction
Wheel2MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia
Wheel2CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction
Wheel3MassInertia=(30.0, 1.5, 1.0, 1.0) // Mass and inertia
Wheel3CollParams=(11100.0, 105.0, 1.00) // Spring/damper/friction
Part0Detach=8700.0 // Impulse to make part become debris (see .gen file)
Part0Random=0.4 // Fraction of time part breaks off
Part0Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part0MassInertia=(20.0, 2.0, 4.0, 2.0) // Mass and inertia
Part0CollParams=(7200.0, 100.0, 0.60) // Spring/damper/friction
Part1Detach=8800.0 // Impulse to make part become debris (see .gen file)
Part1Random=0.4 // Fraction of time part breaks off
Part1Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part1MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part1CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
Part2Detach=8600.0 // Impulse to make part become debris (see .gen file)
Part2Random=0.4 // Fraction of time part breaks off
Part2Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part2MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part2CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
Part3Detach=8900.0 // Impulse to make part become debris (see .gen file)
Part3Random=0.4 // Fraction of time part breaks off
Part3Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part3MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part3CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
Part4Detach=9000.0 // Impulse to make part become debris (see .gen file)
Part4Random=0.4 // Fraction of time part breaks off
Part4Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part4MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part4CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
Part5Detach=8500.0 // Impulse to make part become debris (see .gen file)
Part5Random=0.4 // Fraction of time part breaks off
Part5Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part5MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part5CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
Part6Detach=8600.0 // Impulse to make part become debris (see .gen file)
Part6Random=0.4 // Fraction of time part breaks off
Part6Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part6MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part6CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction
Part7Detach=8800.0 // Impulse to make part become debris (see .gen file)
Part7Random=0.4 // Fraction of time part breaks off
Part7Pos=(0.0,0.0,0.0) // If zero, automatically finds position of part from graphics to check for damage
Part7MassInertia=(10.0, 1.0, 1.0, 1.0) // Mass and inertia
Part7CollParams=(3600.0, 65.0, 0.60) // Spring/damper/friction


// VERTEX DAMAGE:
//
// This section defines how verts can be moved. There are two available rules currently:
//
// 1) You can restrict all verts within a given sphere to move a given distance:
// - RestrictionLimit=<maximum movement>
// - RestrictionSphere=(<x>, <y>, <z>, <radius>)
// You can change the limit before each sphere, or continue to use the last one defined.
//
// 2) You can prevent all verts from entering a given sphere:
// - ForceFieldSphere=(<x>, <y>, <z>, <radius>)
// Verts within the sphere cannot get any closer to the center.
//
// Note that the verts here are relative to the graphics model, not the physical CG. To
// make things difficult, the graphics model isn't necessarily centered or anything.

[VERTEX]
DefaultLimit=3.00 // By default, all verts can move up to a meter
RestrictionLimit=0.10 // Restricted verts can only move this far
RestrictionSphere=(0.40, 1.05, 0.08, 0.95) // Don't crush verts too much around driver's head or the helmet might poke through the roof.
ForceFieldSphere=( 0.40, 0.40, -0.90, 0.45) // Protect driver's legs
ForceFieldSphere=( 0.00, 0.35, -1.85, 0.45) // Keep body verts out of radiator
ForceFieldSphere=( 0.74, 0.35, -1.62, 0.47) // Keep verts away from FL wheel
ForceFieldSphere=(-0.74, 0.35, -1.62, 0.47) // Keep verts away from FR wheel
ForceFieldSphere=( 0.74, 0.35, 1.44, 0.47) // Keep verts away from RL wheel
ForceFieldSphere=(-0.74, 0.35, 1.44, 0.47) // Keep verts away from RR wheel
DeformableInstance=SLOT // This is a *special* keyword indicating the main body of the slot (which is named on-the-fly)
DeformableInstance=FWING // You can leave this even if your vehicle doesn't have one
DeformableInstance=RWING // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS0 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS1 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS2 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS3 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS4 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS5 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS6 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS7 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS8 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS9 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS10 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS11 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS12 // You can leave this even if your vehicle doesn't have one
DeformableInstance=EXHAUST
DeformableInstance=WWELL_L
DeformableInstance=WWELL_R
DeformableInstance=SIDESKIRTS
DeformableInstance=BONNET
YZ250 is offline  
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