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					08-26-2010, 03:53 AM,  
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						|  | NaN   Posting Freak
 
      
 | 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
 
      
 | 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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