sucahyo
It seems I use the wrong word for the scenario, I should explain it more, what I mean is:
- Assume that stop code exist, hacked value is irrelevant, it can give anomaly. You have to decide when the hacked value give anomaly.
- Assume that stop code not exist, hacked value is relevant, it won't give anomaly. You have to decide a linier or logarithmic correlation between d1 and d40 on default spring rate, s10 or s20.
I have a slight problem with this as I know that the GT physics engine will stop a car doing everything it should (as do the majority of sims), do you know of any game in which licenced road cars are featured that you can roll or flip them?
Something has to stop them doing this, and that something is going to have an effect on how the cars suspension reacts. Using extreme values, in my opinion, is just going to exagerate this.
sucahyo
this give me two thinking:
- You think that the car will stop jump at a certain angle or height, the same way side flip preventer do which happen when tire is airborne.
- You think that the car will stop jump at height which influenced by speed and amount of bump it receive. more speed or bump will make the stop jump higher. at low speed and bump the stop height will be lower.
The 1st one do not explain how d40 and s10d40 show soft bouncing motion with the tire still stick to the ground.
The 2nd one explaining soft damper behaviour.
I think a combination of both (but I must confess I'm not 100% sure what you mean). The cars rear can clearly be seen to reach a certain point and is then forced back down, the maximum level of this point appears to be fixed.
sucahyo
Please compare damper on different spring rate. Are you saying that those little slow motion up and down when passing small bump is a bug? I will not call that jump, because the wheel is still sticking to the tarmac. And hard damper will not do that.
As Team666 has already said GT code is very reluctant to let tyres leave the ground, particularly two wheels at the same time, its not a bug strictly speaking as its intentional.
sucahyo
Yes, I don't agree with the 1st one, I don't know what you mean for the 2nd and 3rd, agree with 4th
.
The second and third points are that:
2. Extreme values can throw out results (of this I am sure) and may cause the software to reach a 'stop' point in the code that does not allow a direct comaprison to the real world.
3. When testing you need to use a lot of tests to show effects building up, as you have done here. But you also need to take care not to assume the results.
sucahyo
Do you still think stop code for damper when using hacked value exist?
can you explain your reason why you think stop code exist?
can you think PD reason to make stop code exist?
and from the video can you explain how the stop code happen? flip preventer doesn't explain d40 and s10d40 behaviour.
Yes I do believe that the flip/roll prevention is coming into play with the hacked values.
I can also tell you why this code exists, quite simply if you want to use licenced road cars in a game, the manufacturers will not let you roll or flip them. Its also one of the reasons why sims that feature damage rarely have realistic damage, but mainly cosmetic damage. Forza was one of the first to include road car damage that had an effect on performance, and even that is very 'dumbed' down and still does not allow you to roll or flip the cars.
Racing only sims such as the TOCA race driver series, Richard Burns Rally, etc have much better damage and do allow rolls and flips, Richard Burns RAlly hsa what I would class as one of the finest damage models on a console sim at the present time.
I don't think that unless you know exactly how the stop code was programmed and implimented you can say that it does not explain how the car reacts to the d40 and s10d40 behaviour. But I can tell you that something is not correct in regard to the real world.
Its why I maintain that just looking at the car (particularly in GT2) is not a definative way of determining damper values, just as in the real world the single most important factor is feel, how does the car feel as it encounters bumps, curbs, etc.
sucahyo
Are there any place that can make the car jump for few second in GT4?
If there is, what damper bound value that will make the rebouncing power reduced more, 1 or 10?
In GT2 the answer is 1, I did the test (
reducing rejump) without realizing that to reduce rebouncing you need stiffer damper, this is what I said : "more bound damper will make the car easier to rejump,", silly me.
Lots of places in GT4 were you can get the car of the ground for a few seconds, but they are all rally tracks (the road track don't get you in the air for that long). Its been a while since I played around with rally settings, I will see if I can look into this one.
Team666
I think flip preventer is what is refered to when stop code is mensioned. I do think that effects hacked values behavior. That, and also, for some reason, PD saw it fit to include a code that, as much as possible, keeps the tyres on ground. Very apparent in FF cars with hard suspension. During turning, such a car would have one of the rear wheels lifted from the ground, but that effect is not present in GT series, AFAIK. This may also effect hacked values tuning.
It is possiable to get a single rear wheel in the air in GT4, its just far, far more difficult than it should be.
I would therefore agree with you that this is also going to have an effect on these tests.
Team666
@Scaff. Can you try something out that is relevant to this? Use the Audi R8 settings found in my sig (apart from gears, as they are set up with NOS in mind. Just autoset to the max), and apply them to the Toyota GT-One. Compare dampersetting 10/1 and 1/1, and notice the difference in nodding (deeper nods in 1/1). Do the same in GT2! Are the results similar?
I would be more than happy to. 👍
Regards
Scaff