Reward/Bonus car setups and other hidden tuning

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Interesting stuff in the terrain system -

In one of the interviews Eero mentioned that he had built in a system allowing for loose surface models into Shift, and that an ideal model would be one where the tyre would be able to simulate excavating the surface it was travelling on, sink into the ground, etc. The terrain physics system looks like it has a number of references to this stuff but almost everything is set to use the same values (or ones that appear to nullify the effects) for now.

So here's plain old road surface mk1 (there are about a dozen different types of "road", then the materials for grass, berms, rumble strips, other surfaces like guardrails)

Code:
<prop name="Name" data="ROADS" />
                    <prop name="Material Prefixes" data="ROAD,CONC" />
                    <prop name="Physics Material" data="1.2;0.6;0" />
                    <prop name="Dirt Details (min/build rate/removal rate)" data="0.3;0.5;2.0" />
                    <prop name="Sharpness" data="0" />
                    <prop name="Special Effects" data="
                                  [Driveable Material] = true
                                  [Collision Effect] = None
                                  [Collision Sparks] = None
                                  [Sparks Catalyst] = true
                                  [Car shards catalyst] = true
                                  
                                  [Surface Conditions] = Dry
                                    [Moving Wheel Particles] = None
                                    [Slipping Wheel Particles] = TyreSmokeAnimated_A
                                    [Moving Wheel Trail] = None
                                    [Slipping Wheel Trail] = TarmacSkids
                                                                        
                                  [Surface Conditions] = Wet
                                    [Moving Wheel Particles] = TyreSpray
                                    [Slipping Wheel Particles] = TyreSpray
                                    [Moving Wheel Trail] = WetTyreTrail
                                    [Slipping Wheel Trail] = WetTyreTrail" />
                    <prop name="Audio" data="ROADS" />
                    <prop name="Damage" data="
                                  [smoothness]=0.75 
                                  [spread]=0.7 
                                  [impactdamage]=0.8 
                                  [scrapedamage]=0.8
                                  [ground]=true" />
                    <prop name="Legal Terrain" data="true" />
                    <prop name="Barrier Type" data="false" />
                    <prop name="Road Noise" data="0" />
                    <prop name="Dry Friction">
                        <funcpropdata data="ROADDRYGRIP" />
                    </prop>
                    <prop name="Wet Friction">
                        <funcpropdata data="ROADWETGRIP" />
                    </prop>
                    <prop name="Resistance">
                        <funcpropdata data="0.000000" />
                    </prop>
                    <prop name="Bump Amplitude">
                        <funcpropdata data="ROADBUMPAMP" />
                    </prop>
                    <prop name="Wave Length">
                        <funcpropdata data="ROADBUMPLEN" />
                    </prop>
                    <prop name="Spring">
                        <funcpropdata data="0.000000" />
                    </prop>
                    <prop name="Damper">
                        <funcpropdata data="0.000000" />
                    </prop>
                    <prop name="Collision Friction">
                        <funcpropdata data="1.000000" />
                    </prop>
                    <prop name="Sink">
                        <funcpropdata data="0.000000" />
                    </prop>
                </data>

and here's grass (again several different kinds, this is the one called, er, grass):

Code:
<prop name="Name" data="GRASS" />
                    <prop name="Material Prefixes" data="GRAS,LOGO,FLDGRASS,RDGRASS" />
                    <prop name="Physics Material" data="1.2;0.6;0" />
                    <prop name="Dirt Details (min/build rate/removal rate)" data="0.6;0.75;1.0" />
                    <prop name="Sharpness" data="0" />
                    <prop name="Special Effects" data="
                                  [Driveable Material] = true
                                  [Collision Effect] = None
                                  [Collision Sparks] = None
                                  [Sparks Catalyst] = false
                                  [Car shards catalyst] = false
                                  
                                  [Surface Conditions] = Dry
                                    [Moving Wheel Particles] = TyreGrass
                                    [Slipping Wheel Particles] = TyreGrass
                                    [Moving Wheel Trail] = None
                                    [Slipping Wheel Trail] = GrassSkids
                                                                        
                                  [Surface Conditions] = Wet
                                    [Moving Wheel Particles] = TyreGrass
                                    [Slipping Wheel Particles] = TyreGrass
                                    [Moving Wheel Trail] = None
                                    [Slipping Wheel Trail] = GrassSkids" />
                    <prop name="Audio" data="GRASS" />
                    <prop name="Damage" data="
                                  [smoothness]=0.75 
                                  [spread]=0.7 
                                  [impactdamage]=0.1 
                                  [scrapedamage]=0.01
                                  [ground]=true" />
                    <prop name="Legal Terrain" data="false" />
                    <prop name="Barrier Type" data="false" />
                    <prop name="Road Noise" data="2" />
                    <prop name="Dry Friction">
                        <funcpropdata data="0.800000" />
                    </prop>
                    <prop name="Wet Friction">
                        <funcpropdata data="0.600000" />
                    </prop>
                    <prop name="Resistance">
                        <funcpropdata data="6000.000000" />
                    </prop>
                    <prop name="Bump Amplitude">
                        <funcpropdata data="0.075000" />
                    </prop>
                    <prop name="Wave Length">
                        <funcpropdata data="3.000000" />
                    </prop>
                    <prop name="Spring">
                        <funcpropdata data="100000.000000" />
                    </prop>
                    <prop name="Damper">
                        <funcpropdata data="10000.000000" />
                    </prop>
                    <prop name="Collision Friction">
                        <funcpropdata data="0.400000" />
                    </prop>
                    <prop name="Sink">
                        <funcpropdata data="0.014000" />
                    </prop>
                </data>
 
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Compression/Torque/Power curves

Shift handles some aspects of this differently to other Gmotor2 games - in Shift the supercharger and/or turbocharger can be an external element to the rest of the engine, some cars use that feature and some don't. So these curves don't take any of that into account, it's just the pure compression/torque/power curve as modelled by standard rFactor tools. For some engines it works really nicely and the curve comes out to error margin between Shift and GTR Evolution, like for the BMW M3 GT2





(filename will tell you which is which)

and for some it doesn't. You'll see those :)

Before anyone gets too nuts, please note that in keeping with the SI units used everywhere else, torque is expressed in newton-metres, not foot pounds. 1 foot pound = 1.35581795 newton meter.
 
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Lamborghini:


(engine names are by the engine manufactuer and re-used between cars - there's something like 4 cars using the vw 20t engine for instance. anyhow, gallardo is set to use the audi v10, more or less the same thing as in the audi r8 lms. murc and reventon use the same engine)
 
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Odds and ends

VW 20T:

(engine used by audi s3, vw golf gti, vw scirocco, renault megane, seat leon cupra)
Bugatti Veyron:

Subaru Impreza STI

Mitsubishi Evo 9/10:

McLaren F1:

Infiniti G35 (interestingly, also used by nissan 350z :))

Koenigsegg CCX

Lexus LFA
 
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Reminder to self to post the Ferrari and Exotic files now I have the DLC files for them.

Interesting thing - the Ferrari DLC files actually seem to be the most 'custom' files of anything in the game. Almost every car has a custom suspension geometry (one of the cars even uses an identical suspension geometry file from GTR2) and there is a completely different slick tyre type added.
 
Exotic DLC engine curves (again missing turbo data for some cars, so for upgradable cars these figures differ a bit from in-game behaviour)

Acura NSX:


BMW M1:


Gumpert Apollo:


Stirling Moss:


McLaren mp4-12c:


Alpha Romeo 8c & Maserati GTS:

(both also use identical innate turbos and turbo upgrades)

Ferrari DLC engine curves:

Ferrari 599:


Ferrari California:


Ferrari F50GT:


Ferrari F430:


Ferrari F430GTC:


Ferrari F430SC:


Ferrari FXX:


Ferrari Superamerica:
 
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DLC tyres:

To get the ones that are identical out of the way first:

FXX:
Slick_GT1_MidF - identical to MC12 and Zonda R (only AI use changes)

F50GT, F430GTC, F430C:
Slick_GT2_Mid - identical to Audi R8LMS and Bonus Cayman S

Gumpert Apollo:
Supercar_1_GA - identical to CCX, Zonda F and Carrera GT (only AI use changes)

Stirling Moss:
Street_3_SL65 - identical to Coke Zero Dodge Viper, plain SLR722

Alpha Romeo a8c:
Street_2_a8c - identical to M3 E92, Vantage, etc (only AI use changes)

Maserati GTS, Ferrari Superamerica:
Street_3_mgts, Street_3fs - identical to Dodge Viper, Camaro, Z06, etc (only AI use changes)

Ferrari California, Acura NSX:
Street_11_nsx and Street_11f - identical to non-bonus Cayman S (only AI use changes)
 
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slick_bmw_m1

Used by cars:

BMW M1

Statistics:


FRONT:
DryLatLong=(1.87, 1.87)
DrySlide=1.78
CorneringStiffness=30000.0
BrakingStiffness=30000.0
SelfAligningStiffness=3000.0
SpringBase=60500.0
SpringkPa=625.00
Damper=625.0
SpeedEffects=(1000.5,15.0)
LoadSens=(-3.10e-6, 0.40, 14000.0)
LatPeak=(0.20, 0.20, 9500.0)
LongPeak=(0.20, 0.20, 9500.0)
RollingResistance=2700.0
OptimumPressureBase=100.0
OptimumPressureMult=0.0210
GripTempPress=(0.55, 0.55, 0.40)

REAR:
DryLatLong=(1.940, 1.940)
DrySlide=1.84
CorneringStiffness=44000.0
BrakingStiffness=44000.0
SelfAligningStiffness=4400.0
SpringBase=60500.0
SpringkPa=650.00
Damper=625.0
SpeedEffects=(1000.5,15.0)
LoadSens=(-3.10e-6, 0.40, 14000.0)
LatPeak=(0.20, 0.20, 9500.0)
LongPeak=(0.20, 0.20, 9500.0)
RollingResistance=2900.0
OptimumPressureBase=100.0
OptimumPressureMult=0.0170
GripTempPress=(0.55, 0.55, 0.40)


(very close to 997 GT2 tyres in front, back doesn't have to carry the same load though)

street_15

Used by:

Ferrari SS16M, Ferrari F430S, Ferrari F430SC

FRONT:
DryLatLong=(1.650, 1.650)
DrySlide=1.56
CorneringStiffness=32000.0
BrakingStiffness=32000.0
SelfAligningStiffness=3200.0
SpringBase=65500.0
SpringkPa=575.00
Damper=575.0
SpeedEffects=(1000.5,15.0)
LoadSens=(-3.10e-6, 0.40, 15000.0)
LatPeak=(0.20, 0.20, 9500.0)
LongPeak=(0.20, 0.20, 9500.0)
RollingResistance=2300.0
OptimumPressureBase=100.0
OptimumPressureMult=0.0200
GripTempPress=(0.55, 0.55, 0.40)

REAR:
DryLatLong=(1.690, 1.690)
DrySlide=1.61
CorneringStiffness=46000.0
BrakingStiffness=46000.0
SelfAligningStiffness=4600.0
SpringBase=65500.0
SpringkPa=575.00
Damper=575.0
SpeedEffects=(1000.5,15.0)
LoadSens=(-3.10e-6, 0.40, 15000.0)
LatPeak=(0.20, 0.20, 9500.0)
LongPeak=(0.20, 0.20, 9500.0)
RollingResistance=2500.0
OptimumPressureBase=100.0
OptimumPressureMult=0.0180
GripTempPress=(0.55, 0.55, 0.40)

(tyre file specifies upgrades but no car that uses it can be upgraded - bit of an odd tyre all up really, like a much grippier street_11)

pzero_1 "Pirelli P-Zero Slick"

Used by:

Ferrari 599

FRONT:
DryLatLong=(1.990, 1.990)
DrySlide=1.94
CorneringStiffness=35000.0
BrakingStiffness=35000.0
SelfAligningStiffness=3500.0
SpringBase=70000.0
SpringkPa=700.00
Damper=725.0
SpeedEffects=(1000.5,15.0)
LoadSens=(-3.10e-6, 0.40, 16000.0)
LatPeak=(0.20, 0.20, 10500.0)
LongPeak=(0.20, 0.20, 10500.0)
RollingResistance=2700.0
OptimumPressureBase=95.0
OptimumPressureMult=0.0190
GripTempPress=(0.50, 0.60, 0.30)

REAR:
DryLatLong=(2.060, 2.060)
DrySlide=2.00
CorneringStiffness=51000.0
BrakingStiffness=51000.0
SelfAligningStiffness=5100.0
SpringBase=70000.0
SpringkPa=750.00
Damper=725.0
SpeedEffects=(1000.5,15.0)
LoadSens=(-3.10e-6, 0.40, 16000.0)
LatPeak=(0.20, 0.20, 10500.0)
LongPeak=(0.20, 0.20, 10500.0)
RollingResistance=2900.0
OptimumPressureBase=90.0
OptimumPressureMult=0.0170
GripTempPress=(0.50, 0.60, 0.30)

(this is a bit of an odd tyre too. There's no actual pzero file in the Ferrari DLC, it's one of those ones that came with 1.00 of Shift and was used by nothing, got updated in 1.02 and was still used by nothing. Then it gets used by the Ferrari DLC, only it doesn't come along with that, though other files that are identical to existing ones were duplicated in it. As well as what you see in the list here, it has a few things I haven't been logging that are quite different from the other tyres, wear/heating/camber/stress reaction parameters are very different. The suspension geometry file for the 599 is identical to the 550 and 575 files from GTR2 except for the file comment)
 
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DLC weights and weight distributions


Code:
acura nsx
Mass=1430.0 
Distribution F/R=0.56

alfa romeo a8c
Mass=1585.0
Distribution F/R=0.51

bmw m1 procar
Mass=1020.0
Distribution F/R=0.57

gumpert apollo
Mass=1020.0
Distribution F/R=0.57

maserati gts
Mass=1780.0
Distribution F/R=0.51

mclaren mp4-12c
Mass=1375.0
Distribution F/R=0.57

mercedes slr moss
Mass=1626.0
Distribution F/R=0.50

ferrari 599
Mass=1580.0
Distribution F/R=0.52

ferrari california
Mass=1650.0
Distribution F/R=0.52

ferrari f50gt
Mass=1050.0
Distribution F/R=0.57

ferrari f430
Mass=1450.0
Distribution F/R=0.57

ferrari f430gtc
Mass=1130.0
Distribution F/R=0.56

ferrari f430c
Mass=1225.0
Distribution F/R=0.56

ferrari f430sc
Mass=1340.0
Distribution F/R=0.56

ferrari fxx
Mass=1120.0
Distribution F/R=0.56

ferrari superamerica
Mass=1590.0
Distribution F/R=0.50
 
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