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Lots of car updates
10-17-2007, 06:19 AM,
Lots of car updates
I hit up a number of cars since I had a long weekend. Most notable was the z06, which I've always thought was a horrible pig to drive, and really, it isn't that bad, it just needed help. Any cars that you thought were undrivable before or never did well at high speeds, check them again. I might have fixed it. If you find any problems, let me know.
10-17-2007, 09:21 AM,
"stronger brakes"

I guess most of the time the breaks are strong enough, but you have to use the clutch to catch their full potential.

With the current setting you brake the engine and the car...
10-17-2007, 06:53 PM,
You mean you can stall the car with the brakes? I personally don't see the problem with that. Of course, if you're using a keyboard or something that doesn't have an analog for the brakes, it could be a problem. In that case, I'd suggest *cringe* turning on abs. Otherwise, use a lighter touch on the brakes. Remember, my only real experience in a corvette was a Mallet Industries 2000 'vet. That thing would make dramaless stops from 60 mph that would leave you gasping against your 5-point.
10-17-2007, 10:36 PM,
The vette is much better. My only complaint is that the suspension seems sort of "wobbly" and soft.
10-18-2007, 03:15 AM,
cotharyus: No, you didn't understand me correctly. If you brake a car with manual transmission you press two pedals: brake and clutch, so you brake the car, not the engine... and you can do this in vdrift just if you use an extra pedal for analog clutch.
10-18-2007, 05:41 AM,
XTS: oh, I get you.

Joe: I can fix that. I didn't want to go overboard on it though, and the car *was* a total pig when I started on it. The suspension is almost twice as stiff as it was. I've still got a few tricks up my sleeve for it, but I likely won't get anything else done until this weekend.
10-18-2007, 09:53 AM,
maybe i was wrong and vdrift (vamos?) doesn't implement this.

I tried it with two cars on different tracks... if i switch to neutral and brake i get a longer stopping distance
10-19-2007, 12:46 AM,
xTs Wrote:maybe i was wrong and vdrift (vamos?) doesn't implement this.

As far as I know this effect should be implemented, although I didn't look that closely. It takes force to slow down the engine (the engine has drag and inertia, both based on parameters in the .car file), and so if the tires are connected to the engine, it should take some additional force to stop the tires. I don't know if the engine inertia parameters in the .car files are correct, though. Also, it seems like it'd be a small effect, but maybe I'm wrong -- I guess it'd depend on what gear you were in.

The entirety of the auto-clutch code is in vamosworld.cpp from lines 1590 to 1619, if you want to play with it.
10-19-2007, 03:19 AM,
I tried to understand the code for auto-clutch several times, but I didn't... have to try harder
10-19-2007, 07:23 PM,
Remember too, if you're down shifting, you can use the engine as a brake too, and it will actually help slow you down. In reality, the engine braking (inertia, drag, whatever) is probably not right on the vette yet, but it should probably be more than it is.

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