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Flat spot for modding

Discussion in 'Automobilista' started by Sam Smith, May 18, 2017.

  1. Sam Smith

    Sam Smith
    Premium

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    Ok so it would seem the following lines need to be added to the cars HDV file to get flat spots working. I add the following under the [GENERAL] section.
    FeelerFlags=0
    FeelerOffset=(0,0,0.0660000000000001)
    FeelersAtCGHeight=1
    FlatspotHeadShake=0.02
    FlatspotForceFeedback=0.0001
    FlatspotMaximumRPS=50
    //FlatspotFFBSpeedFactor=1.0

    You also need to add this to the TBC file. I place this under the [Compound] section.
    FlatspotEvaporation=14000.0
    MaxFlatspotSeverity=1500.0
    LoadThreshold=0.0
    TimeLockedThreshold=0.0
    PickupSpeedMultiplier=0.0002
    PickupLoadMultiplier=0.0004
    PickupTemperatureMultiplier=1.0
    DropoffSpeedMultiplier=0.00002
    DropoffLoadMultiplier=0.00006
    DropoffTemperatureMultiplier=0.5

    These values are taken from the Patrick's Porsche
    I'm just wondering if anyone has any information regarding what each line does and what sort of values should be used for different sorts of cars and tires.
    Also what processes are needed to add the graphical tire pickup?
    Surely someone can just post a simple step by step process of what needs to be done.
    Cheers
    Sam
     
    Last edited: May 18, 2017
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  2. Will Mazeo

    Will Mazeo

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    These 2 are very self explanatory and the only ones I played with
    FlatspotEvaporation=14000.0
    MaxFlatspotSeverity=1500.0 (this is kind of linked to the FlatspotForceFeedback line in hdv)

    The rest I have no idea how they work. But from my experiments I say let the original Reiza values found in mods by Patrick and it will work as it should. I tried some of this stuff in the EEC GT3 mod and had to roll it back to default after a while as it just did not work as expected with any change
     
  3. Sam Smith

    Sam Smith
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    Thanks Will. I did notice that both the cart extreme and porsche mods had the same values so I was thinking that it's basically a generic middle ground.
     
  4. rudolph523

    rudolph523

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    Hey sam, is there also something like this for dirt on tyres? i want to get that on an old mod fo myself so it has some more ams features on it.
     
  5. Marc Collins

    Marc Collins

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    It would be nice to be able to distinguish between super-fragile modern F1 tires and the bias ply crap on the old Opala that you probably can't flat spot unless you drag the tire down the entire front straight of a race track ;)
     
  6. cazzoo

    cazzoo

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    No ideas either about others features but It'd nice to know it for sure. I'm affraid that model itself have to be updated
     
  7. MotherDawg

    MotherDawg

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    Hi again Sam,

    Darn, in rF... 1 or 2, everything is available. Love ISI.

    In AMS, bits and pieces. I read their license as... clauses so we have to live with it.

    SO still working on the F175 LE mod,
    I have:
    FeelerFlags=5
    FeelerOffset=(0.0, 0.0, 0.0)
    FeelersAtCGHeight=0


    Then, 12 Feeler lines for all around the car.

    Ffollowed by the rest:
    FlatspotHeadShake=0.02
    FlatspotForceFeedback=0.0003
    FlatspotMaximumRPS=50
    //FlatspotFFBSpeedFactor=1.0


    Only one of the TBC was done. The HE version is the same. So I got both TBC... roughly AMS "Ready".
    Going through the HDV line by line now.

    Patrick's Porsche has the FeelerFlags at zero.
    (FeelerFlags :: how collision feelers are generated (add): 1=box influence 2=reduce wall-jumping 4=allow adjustment hack 8=top directions)

    Also has a offset value in the FeelerOffset field.
    (FeelerOffset :: offset from cg to use when generating feelers)

    Only the FeelersAtCGHeight match.

    Does it have Feelers for all around the car?

    The real question is: How to make one out of two? It's an rF1 conversion, are the all around Feelers needed?

    Thank you.

    "More Input - More Input" -- Number 5, Short Circuit
     
    Last edited: May 6, 2018