Damage=500 There is a bug with this though, for some reason it makes the AI cars invulnerable. Otherwise it would be perfect.by stcheyne - Grand Prix 4
roar Wrote: ------------------------------------------------------- > It could be a position, but it would be > interesting to understand where is the 0, if it is > limited and if it's related to an x-axis, y-axis > or z-axis position. To me, this is probably the > right path, because playing with these values > (especially with unbalanced stuff, like right = 0 >by stcheyne - Grand Prix 4
DamageCarsBounce =16 ;32 DamageWalls =3700 ;7424 DamageCars =4100 ;8192 DamageWallsBounce =4 ;16 My investigation definately is all values below these ones, as I too have quickly understood their effects on the track (we can even say to players now - change these values to have the following effect). The obscure ones I found like roar, are difficult to comprehend. These values I believe areby stcheyne - Grand Prix 4
casssp Wrote: ------------------------------------------------------- > But with my config, the car lose parts when > barrell roll, but not realistic also. > > DamageCarsBounce =32 ;32 > DamageWalls =7424 ;7424 > DamageCars =8192 ;8192 > DamageWallsBounce =16 ;16 > > Please, can you explain to me what mean each > values? I didn´t test yet, but I guess thby stcheyne - Grand Prix 4
casssp Wrote: ------------------------------------------------------- > I mean damage some parts, instead retiring. Like > this: > > 1:27 to 1:40 > This is something I was thinking about when I was testing crashes that cause the car to barrel roll. When this happens to an F1 car normally all parts are broken because of the massive force going through the car and hittingby stcheyne - Grand Prix 4
Lucas78 Wrote: ------------------------------------------------------- > But, regarding the coefficents: what are the > absolute min and max. values? Is that known? (1 - > ? ). Would it be ideal to use fixed multipliers? > (like it happens with RAM memory, for example: > 64-128-256-512 etc.). Because, otherwise, what's > the difference between, let's say, 7428 aby stcheyne - Grand Prix 4
casssp Wrote: ------------------------------------------------------- > When you raise: make the part strong > When you reduce: make the part weak Does this apply to the suspension too? Basically reducing the number for any part will cause it to be more sensitive to damage? >Yeah you´re right about removing whole suspension. In the game, it´s impossible to bend the suspension,by stcheyne - Grand Prix 4
His config is the closest out there to the ideal damage for me too just it reacts too random for me, I myself have been playing with the values for a couple days and some are just strange with their behaviours. DamageCarsBounce =32 ;32 DamageWalls =7424 ;7424 DamageCars =8192 ;8192 DamageWallsBounce =16 ;16 Above are easy to predict, everything below that seems to have a different behaviby stcheyne - Grand Prix 4
NoseCone =2 ;2 RightWing =130 ;130 LeftWing =130 ;130 RightWingFence =66 ;66 LeftWingFence =66 ;66 RightFrontSuspension =136 ;136 RightFrontWheel =136 ;136 LeftFrontSuspension =68 ;68 LeftFrontWheel =68 ;68 RightSidePod =8 ;8 LeftSidepod =4 ;4 CarRear =12 ;12 RightRearSuspension =34 ;34 RightRearWheel =34 ;34 LeftRearSuspension =17 ;17 LeftRearWheel =17 ;17 EntireRearWing =256 ;25by stcheyne - Grand Prix 4