08-26-2010, 03:53 AM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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List parameters: http://svn.vdrift.net/viewvc.cgi/trunk/l...or&view=co
The surface id(surface-id) in surfaces.txt is parameter 16. Type determines the surface sound. There are 6 sounds: none, asphalt, grass, gravel, concrete, sand, cobbles. The sounds will be customisable in the future.
Code: [surface-01]
Type = asphalt
BumpWaveLength = 2.0
BumpAmplitude = 0.01
FrictionNonTread = 0.8
FrictionTread = 0.9
RollResistanceCoefficient = 2.5
RollingDrag = 5.0
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08-29-2010, 07:45 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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My best guess:
bump_wavelength: 0.001 - 1 // needs experimental verification, lol
bump_amplitude: 0 - 0.1 // should be enough I guess, needs verification too
friction_treaded: 0 - 1 // wet/loose surface traction factor, scales tire grip
friction_non_treaded: 0 - 1 // slicks traction factor, scales tire grip
rolling_resistance: 0 - 10 // rolling resistance factor(track deformation), scales tire rolling resistance
rolling_drag: 0 - 20 // viscous drag(sand, mud, ...), sand is actually not viscous but who cares
rolling_drag and bump_amplitude are scaled by 1/4 internally.
Maybe someone more experienced with the tracks (I haven't even tested all of them I think), can provide some limits that look/feel realistic. Looking at existing surfaces might be helpfull too.
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