Quote:Noises: Had a play around with the .wav and .aud files for the TL2, seems straightforward and works well. You mentioned position data baked into soundfiles, is that something similar to audio files like .wav with more data or simple sounds with midi data?
What I meant by "position data baked into the soundfiles" is just that, for example with the bump sounds, there's a forward bump sound and a rear bump sound, and I recorded them in my car with a recording device positioned in the driver's seat. They're stereo wave files. When you play back the "forward bump" without any 3d positioning effect then it plays back just the same as if you were sitting in the driver's seat of my car. That's all I meant. I don't do any additional panning or anything to make them sound like they're coming from the front of the car, because the wave files were already recorded ("baked") that way.
Quote:Engine inertia: Had something unusual with this on a few cars but most noticeable with the green F1 car. In neutral it takes a few seconds for the engine to reach full revs but when the wheels loose traction in gear the engine reaches the rev limit in a fraction of a second, I'll try and figure this out along with the wheel inertia as they seem to share a lot of functions.
Hum, you may have found an issue there, it could be that the engine drag is different in-gear due to a bug or something. I'll take a look at this too when I have some time.
Quote:With the traction control on the grip seems the same regardless of the inertia setting, it could well be I'm barking up the wrong tree altogether and its something to do with the difference between static and sliding friction but even with a weightless transmission the torque shouldn't be able to overcome the grip at low throttle openings. Will burn a bit of grey matter on this one as something just doesn't seem right.
Another way to think of it is with extremes: think of a near weightless wheel versus a lead wheel that weights a couple hundred pounds. Imagine the car is on a dyno.
Quote:Could just be something with the spring values as I backed everything of to about 30% of their original values with a C7 and it behaves just as I would expect. The FF seems to back this up, hit a curb with it and it launches its self off the track.
So, you're saying that with the lower spring rates the cars behave more realistically (including body roll)? Could be. I think that in general the spring rate parameter in the .car file should be set to the wheel rate value, not the spring rate, and wheel rates are usually quite a bit lower than spring rates... but I don't have a very in-depth understanding of it... so the car tunings may need quite a bit of adjustment.
Quote:I cannot get my head around his interpretation of inertia, he has it down as a constant value whereas I always understood inertia to be a variable and pretty much the same as velocity. ANOTHER EDIT: wikipedia set me straight, don't know what I was thinking
In common usage, people mistake inertia for momentum and say inertia even though they mean momentum. I think this is where you've gotten confused. Momentum is P = m*v. Mass is m. For non-rotational dynamics (F=ma, etc),
inertia is the same thing as mass. For rotational dynamics, we talk about the moment of inertia (which is just the phrase for rotational inertia) instead, but the moment of inertia plays the same role in rotational dynamics equations as mass does in the non-rotational dynamics equations. So for non-rotational dynamics we have F=m*a, for rotational dynamics we have tau=I*alpha where tau is torque, I is the moment of inertia, and alpha is angular acceleration. An inertia tensor is when the moment of inertia is different in each axis of rotation, and is just a matrix. In 3D space, tau and alpha for example become 3-element vectors (x,y,z) and I is a 3x3 matrix. Anyway, having zero moment of inertia is like having zero mass; it just doesn't work.
Quote:"So for example, what would it mean for Ixx to be zero? It would mean that for a given torque, I
would get an infinite rotational acceleration around the x axis. Thatâs an important lesson. For
real objects, none of the diagonal elements in I can be zero, since we know thereâs no real object
where a tiny touch will set it spinning at an infinite rate."
Is that something along the right lines?
cheers
Yep!