Jackone escribió:Hay alguien ahí!! ???
, que paso con la buil 548??
Ayer era fiesta en Reino Unido. Es un gran puente, el llamado Bank Holiday de Agosto.
No obstante el resto de desarrolladores fuera de allí siguió currando como un lunes cualquiera. Cosas interesantes ayer, por cierto. Son las siguientes:
Trabajos en Nordschleiffe:
eifelwald_Alpha_2.63a_v1.191_GameFiles.zip
Aries_Eifelwald_Alpha2.63_maxfile1.rar
Several fixes on WMD posts.
Positioned all HUD signs with the correct number. Checked and moved some of the HUD fences that were not in the correct position. (This took a bit long since that meant to find the place through the refs; edit the UV's; position it in the correct place) multiply this for more than 100 signs.
Check for wrong fences position and fix it.
Edit the instances for trees (moving the trees to a position that don't intersect the trees badly - in some cases some leaves were left to be seen in the fences but the large branches not)
El ABS del BMW M3 lo adecuan al que tenía en aquella época:
BMW M3 E30 Group A: Adjustable weight distribution, Changed ABS effectiveness (so it works, but not as well as a modern system might), Setup tweaks
Mercedes 190E Evo 2 DTM: First pass at physics using as much real data as I could find
Group A Slick - Medium: Little carcass and tread tweaks to make it more predictable over the limit, Reduced heat buildup slightly
Empiezan con las físicas del Mercedes de la DTM del 91
Mercedes 190E Evo 2 DTM - Physics Discussion
First pass at physics has gone in today, so we can start doing proper testing with tomorrow's builds. Also planning to make it the CPFT car this week, staying at Sakitto GP for comparison to the M3 E30.
Once again, found a ton of information from old FIA homologation documents so most of the basic info - springs, gearing, engine, etc - should be about right.
I'm liking this car a lot more than the M3 and can see why it came to dominate by the end of 1991. Engine is strong, base layout is all just about ideal and the rear multi-link suspension is much more advanced than the semi-trailing arms of the M3. It does so much better at the job of keeping the rear tires where they need to be for stable, predictable handling while allowing lower static camber; good for power-on grip, which is nice as the engine is quite potent. Lovely car.
Jussi's head may explode when comparing the suspension frequencies, but I swear they are correct. Front motion ratio is about 0.94 (typical strut) and rear is 0.78 for the racing coil-over conversion which was done on AMG cars post-1989. Default spring rates match up with the H&R "Nürburgring Nordschleife" kit and minimum with their Clubsport lowering kit. Front spring rates are as advertised and rears have been compensated for the higher motion ratio on the race car - 0.78 vs ~0.45 for the OEM mounting position.
More available gear ratios than the M3 on the same Getrag box, but really there is little reason to change anything other than the final to suit each track.
More research over the weekend means even more changes going in tomorrow's build.
- Turns out these cars were much much lighter than expected at first. I figured they were stripping down close to the 980kg minimum, but it appears the base weights were more like 900! and then ballasted up. Adding some adjustment to the weight distribution to account for moveable ballast.
- This car and the 190E did run with ABS in 1991, at least in DTM. I can't find any other mention of ABS being specifically banned in the other Group A series, so it would appear to have been a team funding limitation more than regulatory. We don't have that problem, so let's say that ABS is allowed on both cars.
- Making the tires a bit more forgiving past peak by cribbing a couple of ideas from Doug's excellent MFV-G carcass.
- Requisite setup changes to match
About running a very large roll bar split (stiff front and very soft rear), it's probably not exactly how they ran the real cars, but it could suit the limitations of the simulation. Think about what that kind of setup does; it effectively makes the car softer in warp deflection, much like chassis twist. As our model is still a rigid chassis, running a larger difference in roll bar settings could be compensating for this limitation in a not entirely terrible way.
Thanks for the copious feedback so far guys. All very useful.
El creador de las físicas habla sobre el comportamiento del camber en el modelo de neumáticos STM (no entiendo del tema por más que lo leo. Aquí dejo el párrafo).
Camber 'behavior' in STM is totally an emergent effect. There is no canned-ed-ness about it, at the lower level of canning (which all tire models do some of in the meaning of canning I am using here*). Most tire models up until now (excepting iR and AC, which I do not know enough about) either have camber 'curve shifts' baked in (most semi-empiricals, like Pacejka MF), or bolted on (like Brush/BTM). The upside of this is that you can directly dial what camber does, at least for first order effect. The downside is that that is all camber does. You get what you asked for and nothing more.
In STM, hopefully, you'd get second order effects, dynamics, etc, from camber, down in the model. But it is much harder to dial. Now we are adjusting camber effect with 10 ft chopsticks. We have to dial things like sidewall stiffness, conic stiffness, rubber elasticity, inflation flex, roll flex, etc, instead of 'camber shift'.
Casey has recently done some stuff on ModalCarcass that should be a step forward on dialing in camber.
I'd say camber (and therefore/especially kerbs) is a primary canary in the cave (or flowers in the Andes) for STM. Being at the end of the knock-on effect chain, it is a great indicator as to whether everything has come together or not in a qualitatively (not necessarily quantitative) correct way.
* yes, STM cans down in these levels too. For example, both FlexiCarcass and ModalCarcass 'cans' the fore/aft pressure distribution change on the contact patch under braking/acceleration. In this example, it'll take ElementCarcass to not can that. Basically, canning at this level is really just a simplifying assumption which in my mind earns the label 'canned' if the simplification dismisses behavior on the same order that much of the rest of the model is working at. For example, in this example, fore/aft pressure distribution changes do not have the same dynamicism as camber or carcass flex.
La build de hoy. Especial atención al nuevo sonido del M1. La 548 se la saltan
Build 549 (27/8/13, Team Member+)
Render:
* Fix for bad coords
* Fix for missing return.
* Fix for missing brace on DX9 triangle draw.
* Additional new pixel definition variable
* Added in new index buffer tyep to handle point lists
* Added in functions to get Cuda handlers for the generic prims
Environment:
* New setup for weather system loading
* Split up the environment data into 4 section which we can load and unload separately therefore allowing us to be able to control the systems data more. The sections are, Base Render data (rendertargets etc..) , Weather condition data , Level Data (skyrings etc) and Lighting Data. All render and weather data is now loaded as a boot phase and kept as persistent throughout the entire game. This will help load times to track and also reduce memory fragmentation when loading and unload textures
Career:
* Career Calendar updates, fix to map not displaying, linked up record panel (wip).
Audio:
* All new BMW M1 Procar incar and external engine sets, plus an AI version. Update also includes the latest sound events such as int/ext gearshifts, backfires/splutters and distant rolloffs and trajectory. Listen for the carburetor opening up and hear the air getting sucked in
Tracks:
* Dubai: National and Club new AIW's for changes in the track geometry. All 4 layououts added new pit lane paths (previously missing), expanded grid sizes from 16 to 36 and pit area to 18
* Volusia: Add textures for bistro
Vehicles:
* BMW M3 E30 Group A: Adjustable weight distribution and setup tweaks for the revised tire