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Post by bdford on Feb 1, 2009 12:09:17 GMT 2
Hello again, sports fans
in looking through the track val files, I was wondering what some of these values do? I know a few, but not all... clarification would be appreciated. These are all from the Table AI section
bump_aftershock .5 exitlane_caution .8 fuel_per_lap 2.878677 harakiri_pit_area .4 linebias_spread .1 max_lookahead .7 merge_dt .3 merge_t 4.0 min_lookahead .4 moveout_factor .3 pit_side -1.0 pit_speed 50 push_sensitivity 2 pushpass_factor .5 rightwall 0 sandbag 10.0 single_file_restart 3.1415926535897932384626433832795 tirewear_25_lap 42 tirewear_25_speed .93 yellow_speed 35 ym_default_dt_f 2 ym_init_lon 400 ym_magic 1 ym_min_delta_f 1.5 ym_speed_f .6 ym_start_offset 8
muchos, amigos
Bubba
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Post by Administrator on Feb 1, 2009 15:38:23 GMT 2
no clue at all, but there's some interesting value names.... harakiri_area ;D... the devs for sure had the typical dev humor
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Post by smoke on Feb 1, 2009 16:25:05 GMT 2
Here is the information I have from a real old post. Don't recall who posted this:
sandbag 10.0=don't know checks 3=not sure max_lookahead 1=max distance ai watches ahead min_lookahead .5=min distance ai watches ahead grip_lf 0.80=can add grip to each tire to combat weird car physics grip_lr 0.50= grip_rf 0.80= grip_rr 0.50= moveout_factor .4=controls how far ai cars will stray from ai path merge_dt 0.3=how quickly the ai start racing at start merge_t 7.0=approx number of laps for the ai to spread out and settle into more single file type racing pass_hys_max 40=pass attemps in heavy traffic pass_hys_min 20=pass attempts in heavy traffic pes_force_ontrack_dist 50=controls how close ai will follow each other.Small value=closer,large value=futher away push_sensitivity 3=how sensitive ai is to pressure from behind pushpass_factor 1.5=how aggressive ai will be in attempting to pass hog_max 30=maximum of how hard ai will attempt to hold their position hog_min 15=minimum of how hard ai will attempt to hold their position lane_shift 1.10=will shift ai path.1=approx 1 meter leftman_never_forces 1=stops ai cars from forcing inside passes linebias_spread .8=distance between lanes on pace lap and double file restarts rightwall .5=keeps ai away from outside wall.1=1 meter submit_thresh 67=effects how hard ai will attempt to hold position when being passed bump_aftershock 1=effects how the ai reacts to bumps from behind traction_control 0=kind of obvious track_reentry_factor 1.45=how soon ai pulls back into racing line after pitting fastlane_speedtaper_t 5=don't know gc_interval 2.5=don't know moveout_timer_f 4=not sure
pit stuff
force_lane1_entry 50=don't know force_lane1_exit 10=don't know pit_offset1 2=will shift pit stall path of stalls1.value of 1=1 meter pit_offset2 2=will shift pit stall path of stalls2.value of 1=1 meter pitlane_cnt1 3=will shift ai pit path1.value of 1=1 meter pitlane_cnt2 3=will shift ai pit path2.value of 1=1 meter pit_min_lookahead 3.5=how far ahead ai will move down to using pit entering lane pitentry_smoothing 5=smoother pit entry harakiri_pit_area .5=don't know smooth_endpits_cnt1 10=smooths ai pit exiting of first pit smooth_endpits_cnt2 10=smooths ai exiting of second pit
caution stuff
exitlane_caution 1=don't know fastlane_caution .5=don't know ym_init_lon 600=don't know ym_magic 2000=don't know ym_open1 500=controls when pits open ym_speed_f .6=don't know yellow_moveout_f .5=contols how far off ai path ai runs under caution
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Post by raybee1970 on Feb 1, 2009 16:40:57 GMT 2
What Smoke posted was what Splashman knew about the values.Here is a more expanded list from over the years:
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Post by bdford on Feb 2, 2009 1:40:26 GMT 2
that's great stuff, thanks guys. I knew the details had been discussed over the years but couldn't remember the where or when.
Bubba
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Post by reg126 on Feb 18, 2009 3:36:40 GMT 2
In regards to ovals
tyre_stagger...helps cars turn into bends loads..however it can cause other issues which need countering. The stagger is automatically applied to the outside wheel regardless of wether oval is clockwise or anticlockwise direction.
compound_l .....part of grip type setting compound_r .....part of grip type setting
To counter the effects of stagger to some degree on ovals the inside tyre is often set to a lower value...more grip.... For an anti-clockwise track the left compound setting should be slightly lower than the right compound setting and vice versa for clockwise track.
If running a mod based more on production type cars then stagger can be set to zero and compounds set the same.
THAT ALL SEEMED SIMPLE ENOUGH..now to try and explain a more confusing aspect in a simple way.
Browse through a cars physics file and note the front and rear roll centres and draw the roll axis line through them. Whats above the roll axis is controlled by a very important multiplier called grip_factor. The part of the car below the roll axis is controlled by the very important multipliers called compound_ l and compound_r.
Though grip_factor and compound_l and compound_r give the impression of being tyre related that is not really the case. They influence heavily the way a car will roll and handle.
grip_factor and compound settings thus determine how much cars will roll..or try to roll etc. A grip factor that is too high will mean cars will tend to roll too easy. A compound setting that is too high will mean a car may reverse roll..ie roll in a reverse direction to what a collision situation may otherwise dictate.
With cars set to real life type production type physics then typically grip factor is often set a little lower than compound value. eg grip_factor 1.00 compound_l 1.10.
Using those type of settings as a guide the tracks can be set to give desired handling /performance and better reactions to walls etc by by adjusting the combinations of grip-factor and compounds . ie no wall of death tumbling when striking walls. It all needs cars to be set correctly too... in regards to inertias and many other car physics values.
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Post by DaveO on Feb 18, 2009 3:59:58 GMT 2
Hey Reg126, Thanks for the great read! Keep learning new stuff everyday!
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