Hi there . Since that's my first post sorry if it's in the wrong section...
However I would know if is possible to make tdr 2000 phisic more realistic...
It's a little too much arcade( aboveall if compared with C2 one)...
thanks for your replies...
See ya,
street
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Hi folks + trdr 2000 phisic question
Re: Hi folks + trdr 2000 phisic question
I think it was designed to be very arcade like.
Probably the only way to change it would be to edit the mass and other data for each car.
Probably the only way to change it would be to edit the mass and other data for each car.
Lewy T
Keroltarr
Keroltarr
Re: Hi folks + trdr 2000 phisic question
How hard it would be to do?
like, I suck at computer editing, but I would like
to work on TDR physics.
later
like, I suck at computer editing, but I would like
to work on TDR physics.
later
Guardo o mundo na mão: e o mundo que se foda
Re: Hi folks + trdr 2000 phisic question
i tryed to edit the car physics but i only get the car jump higher and longer, (less kg)
Re: Hi folks + trdr 2000 phisic question
That's a start.
Do you think is possible to "stole" another game's physics engine, edit and add to TDR?
Do you think is possible to "stole" another game's physics engine, edit and add to TDR?
Guardo o mundo na mão: e o mundo que se foda
Re: Hi folks + trdr 2000 phisic question
I don't think so.
Each car has a folder. For example:
...\Carmageddon TDR2000\assets\Cars\BumblyBee
In this folder is a file named thus: BumblyBeedescriptor.txt
Starting with the "number of gears" item, there are lots of things you can edit.
You might tweak the gear ratios a little but the car engine must be able to handle any changes.
A higher number means a slower but more powerful gear.
Adding in-between gears might speed up acceleration but probably won't increase realistic physics.
And make sure the number of gears reflects the number of ratios you have.
<pre>[font class="small">code:[/font]<hr>//Number of gears
5
-3.00 // Reverse
2.75
1.43
1.02
0.80
// Differential ratio
5.0
// Clutch torque (Nm)
3000.0
// Engine inertia
0.9
// Gearbox inertia
0.25
// Engine idle revs
300.0 </pre><hr>
When you get to the curve functions you need a curve editor program to edit these or create new ones.
The torque curve functions defines how much power the engine has at what rpm
The others, I'm not sure about.
One of the tire curves dictates the grip on pavement and this can be a big factor in realism.
<pre>[font class="small">code:[/font]<hr>// Name of torque curve function
"BumblyBeeTorqueCurve.func"
// Name of tire slip curve function
"BumblyBeeRoadSlipCurve.func"
// Name of tire load curve function
"BumblyBeeTireLoadCurve.func"
// Name of Camber thrust curve
"BumblyBeeCamberThrust.func"
// Name of Camber grip curve
"BumblyBeeCamberGrip.func"
// Name of Front Down force curve
"BumblyBeeFrontDownForce.func"
// Name of Rear Down force curve
"BumblyBeeRearDownForce.func"
// Name of Roll resistance curve
"BumblyBeeRollResistanceCurve.func" </pre><hr>
After the curves are wheel specific data.
I wouldn't change these since they are pretty much set the way they need to be.
In some cases you want to edit the suspension stiffness numbers.
Take care tho it can do weird things.
<pre>[font class="small">code:[/font]<hr>// Number of wheels
4
// Wheel thickness (m)
0.30
// Wheel Data
// Centered hierarchy node
5
// Offset instance node
2
// Driving Wheel
0
// Steering Wheel
1
// Mass (Kg)
19.8
// x-axis moment of inertia
5.5
// Suspension direction
0.0 1.0 0.0
// Maximum suspension offset
0.5
// Minimum suspension offset
0.1
// Camber angle
0.0
// Radius (m)
0.35
// Suspension spring stiffness (Nm-1)
50000.0
// Suspension shock absorber damping (Nsm-1)
5000.0 </pre><hr>
The stuff after all the wheels are defined doesn't have anything to do with physics.
After you get this file adjusted to your liking, you have still only modified one car.
Each car has a folder. For example:
...\Carmageddon TDR2000\assets\Cars\BumblyBee
In this folder is a file named thus: BumblyBeedescriptor.txt
Starting with the "number of gears" item, there are lots of things you can edit.
You might tweak the gear ratios a little but the car engine must be able to handle any changes.
A higher number means a slower but more powerful gear.
Adding in-between gears might speed up acceleration but probably won't increase realistic physics.
And make sure the number of gears reflects the number of ratios you have.
<pre>[font class="small">code:[/font]<hr>//Number of gears
5
-3.00 // Reverse
2.75
1.43
1.02
0.80
// Differential ratio
5.0
// Clutch torque (Nm)
3000.0
// Engine inertia
0.9
// Gearbox inertia
0.25
// Engine idle revs
300.0 </pre><hr>
When you get to the curve functions you need a curve editor program to edit these or create new ones.
The torque curve functions defines how much power the engine has at what rpm
The others, I'm not sure about.
One of the tire curves dictates the grip on pavement and this can be a big factor in realism.
<pre>[font class="small">code:[/font]<hr>// Name of torque curve function
"BumblyBeeTorqueCurve.func"
// Name of tire slip curve function
"BumblyBeeRoadSlipCurve.func"
// Name of tire load curve function
"BumblyBeeTireLoadCurve.func"
// Name of Camber thrust curve
"BumblyBeeCamberThrust.func"
// Name of Camber grip curve
"BumblyBeeCamberGrip.func"
// Name of Front Down force curve
"BumblyBeeFrontDownForce.func"
// Name of Rear Down force curve
"BumblyBeeRearDownForce.func"
// Name of Roll resistance curve
"BumblyBeeRollResistanceCurve.func" </pre><hr>
After the curves are wheel specific data.
I wouldn't change these since they are pretty much set the way they need to be.
In some cases you want to edit the suspension stiffness numbers.
Take care tho it can do weird things.
<pre>[font class="small">code:[/font]<hr>// Number of wheels
4
// Wheel thickness (m)
0.30
// Wheel Data
// Centered hierarchy node
5
// Offset instance node
2
// Driving Wheel
0
// Steering Wheel
1
// Mass (Kg)
19.8
// x-axis moment of inertia
5.5
// Suspension direction
0.0 1.0 0.0
// Maximum suspension offset
0.5
// Minimum suspension offset
0.1
// Camber angle
0.0
// Radius (m)
0.35
// Suspension spring stiffness (Nm-1)
50000.0
// Suspension shock absorber damping (Nsm-1)
5000.0 </pre><hr>
The stuff after all the wheels are defined doesn't have anything to do with physics.
After you get this file adjusted to your liking, you have still only modified one car.
Lewy T
Keroltarr
Keroltarr
Re: Hi folks + trdr 2000 phisic question
ok,
I think I got it.
well, As I said, I suck at computer editing, but I might try to work on this stuff
If I can, at least, get a better sense of speed - it would be great!!
tahnks dude!!
I think I got it.
well, As I said, I suck at computer editing, but I might try to work on this stuff
If I can, at least, get a better sense of speed - it would be great!!
tahnks dude!!
Guardo o mundo na mão: e o mundo que se foda
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