SHO Specialfx: Difference between revisions

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[[Category: GTR2]]
__TOC__
== Overview ==
== Overview ==


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* '''Download:'''
* '''Download:'''
** https://simwiki.net/files/SHO%20Specialfx.zip
** https://simwiki.net/files/SHO%20Specialfx.zip
* '''Discussion:'''
** [https://www.simwiki.net/forums/viewtopic.php?t=14 Click here to discuss]
* '''Buy me a coffee'''
* '''Buy me a coffee'''
** Donate to [mailto:paypal@shovas.ca paypal@shovas.ca] or send <span style="color: Green;">BTC Bitcoin</span> to bc1q8nwwnwp9zljndlcaw4jcmj0yfyqe69fa5k54dm, <span style="color: Green;">LTC Litecoin</span> to ltc1qljlmg5673q6j0s5cmxk4ggyn0x5d4npaw25vah, <span style="color: Green;">DOGE Dogecoin</span> to DSMwwdHqJ3LMxPe1HiGgNKsWBY2jPi2RwW, or <span style="color: Green;">XRP Ripple</span> to rGUoiGSjhsM14sPyePao1eqvjD6sXa1uLL. Thank you!
** Donate to [mailto:paypal@shovas.ca paypal@shovas.ca] or send <span style="color: Green;">BTC Bitcoin</span> to bc1q8nwwnwp9zljndlcaw4jcmj0yfyqe69fa5k54dm, <span style="color: Green;">LTC Litecoin</span> to ltc1qljlmg5673q6j0s5cmxk4ggyn0x5d4npaw25vah, <span style="color: Green;">DOGE Dogecoin</span> to DSMwwdHqJ3LMxPe1HiGgNKsWBY2jPi2RwW, or <span style="color: Green;">XRP Ripple</span> to rGUoiGSjhsM14sPyePao1eqvjD6sXa1uLL. Thank you!
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**** I had thought the default 75% grip levels for rain in GTR2 were roughly accurate for racing tarmac but there's other variables at play, including tyre wet grip curves, that make it feel overly slippery so grip level are increased until it feels about right for wet racing behaviour such as braking distances, mid corner understeer, and corner exit wheel spin.
**** I had thought the default 75% grip levels for rain in GTR2 were roughly accurate for racing tarmac but there's other variables at play, including tyre wet grip curves, that make it feel overly slippery so grip level are increased until it feels about right for wet racing behaviour such as braking distances, mid corner understeer, and corner exit wheel spin.
**** Some parameters may be overridden in Location GDB files (ie. mods, eg. RoadWetGrip, AIWetGrip) and so you'll need to modify the GDB in those cases
**** Some parameters may be overridden in Location GDB files (ie. mods, eg. RoadWetGrip, AIWetGrip) and so you'll need to modify the GDB in those cases
*** Confirmed WetGrip is relative to 1.0 and not relative to DryGrip which means there's no side-effects from tuning each separately
*** WetGrip vs 1.0 vs Dry Grip
**** Confirmed both DryGrip and WetGrip are relative to 1.0 and not WetGrip relative to DryGrip which means there's no side-effects from tuning each separately (Confirmed 241013)
**** There is something going on with On/OffPathWetness percentages and how they apply in relation to DryGrip and WetGrip
***** 30% PathWetness might be something like '''1.0 - ((1.0 - WetGrip) x 0.3)'''
***** I hope it's that simple and not something like 30% is really 70% of dry grip with some mixing of 30% of wetgrip differential. That would be so overcomplicating it.
** '''Dry Grip:'''
** '''Dry Grip:'''
*** '''GameData\Locations\Specialfx.tec''': '''RoadDryGrip=1.059765625''' under '''[TRACKVARS]'''
*** '''GameData\Locations\Specialfx.tec''': '''RoadDryGrip=1.059765625''' under '''[TRACKVARS]'''
*** I've been experimenting with increased dry grip as I've always had a nagging suspicion it was a little low based on understeer behaviour in GTR2
*** I've been experimenting with increased dry grip as I've always had a nagging suspicion it was a little low based on understeer behaviour in GTR2
*** But I'm not sure this is actually the right place to solve this. Seems maybe like tyre curves are a more accurate place to work on this but that's more complicated than I want right now
*** But I'm not sure this is actually the right place to solve this. Seems maybe like tyre curves are a more accurate place to work on this but that's more complicated than I want right now
*** Confirmed WetGrip is relative to 1.0 and not relative to DryGrip which means there's no side-effects from tuning each separately
*** See 'WetGrip vs 1.0 vs Dry Grip' notes above
* '''Releases:'''
* '''Releases:'''
** 2024-08-11
** 2024-08-11

Latest revision as of 21:14, 19 November 2024

Overview

  • Latest Release: 2024-08-23
    • Further increases to WetGrip params for improved rain racing car behaviour
  • Description:
    • Custom Specialfx.tec tweaks for bumps, bounces, grip levels, etc.
  • Download:
  • Discussion:
  • Buy me a coffee
    • Donate to paypal@shovas.ca or send BTC Bitcoin to bc1q8nwwnwp9zljndlcaw4jcmj0yfyqe69fa5k54dm, LTC Litecoin to ltc1qljlmg5673q6j0s5cmxk4ggyn0x5d4npaw25vah, DOGE Dogecoin to DSMwwdHqJ3LMxPe1HiGgNKsWBY2jPi2RwW, or XRP Ripple to rGUoiGSjhsM14sPyePao1eqvjD6sXa1uLL. Thank you!
  • Details:
    • Bumps and Bounces:
      • Defaults reduced so that bumps aren't transmitted as intensely to ffb and bouncing in cars are reduced (eg. long straight at Magny-Cours)
      • Some parameters may be overridden in Location GDB file (ie. mods, eg. RoadBumpAmp, RoadBumpLen) and so you'll need to modify the GDB in those cases
    • Wet Grip:
      • GameData\Locations\Specialfx.tec:
        • RoadWetGrip=0.93572998046875 under [TRACKVARS]
        • AIWetGrip=0.93572998046875 under [TRACKVARS]
      • Rain grip levels increased so that rain driving can be challenging but still enjoyable
        • I had thought the default 75% grip levels for rain in GTR2 were roughly accurate for racing tarmac but there's other variables at play, including tyre wet grip curves, that make it feel overly slippery so grip level are increased until it feels about right for wet racing behaviour such as braking distances, mid corner understeer, and corner exit wheel spin.
        • Some parameters may be overridden in Location GDB files (ie. mods, eg. RoadWetGrip, AIWetGrip) and so you'll need to modify the GDB in those cases
      • WetGrip vs 1.0 vs Dry Grip
        • Confirmed both DryGrip and WetGrip are relative to 1.0 and not WetGrip relative to DryGrip which means there's no side-effects from tuning each separately (Confirmed 241013)
        • There is something going on with On/OffPathWetness percentages and how they apply in relation to DryGrip and WetGrip
          • 30% PathWetness might be something like 1.0 - ((1.0 - WetGrip) x 0.3)
          • I hope it's that simple and not something like 30% is really 70% of dry grip with some mixing of 30% of wetgrip differential. That would be so overcomplicating it.
    • Dry Grip:
      • GameData\Locations\Specialfx.tec: RoadDryGrip=1.059765625 under [TRACKVARS]
      • I've been experimenting with increased dry grip as I've always had a nagging suspicion it was a little low based on understeer behaviour in GTR2
      • But I'm not sure this is actually the right place to solve this. Seems maybe like tyre curves are a more accurate place to work on this but that's more complicated than I want right now
      • See 'WetGrip vs 1.0 vs Dry Grip' notes above
  • Releases:
    • 2024-08-11
      • Initial release with reduced bumps and bounces and increased WetGrip params for improved rain racing car behaviour

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