VERY Interesting comments from Ian Bell

Physics wise - there is unavoidably going to be a large relation between FPS and physics feel (eg ideally there is a certain level of physics ticks per frame that the game won't go beneath, which can be messed with if it goes below the ideal ratio). So that may play a part on consoles - but I'm pretty sure the base target is set at ~30fps/~12 updates per frame. Those videos of mine were capped (frame capped, not just captured :)) at 30fps so there should be zero difference between what you saw there and on console.

Fuel - unfortunately every file involving fuel consumption is now set to machine readable format in Shift 2 (all event rules in \properties and the ai scale in physicstweaker) so it's not amazingly simple to just turn it on yet - though I have spent a little time mapping these so I might get there eventually. It could be turned on in Shift 1. As I mentioned earlier it uses the same ISI system for this, so you have unique fuel quantities, fuel tank position, and 3d inertia (both for sloshing and tank container shape) modelled already even without it being consumed.
 
Don't You think that if they did, You had already noticed by now...?
With or without a visual indicator of it?
Next thing You know people will be claiming that break temperatures and dynamic air inputs-exterior temp are coded in the game engine...let's keep our feet on the ground here?!

But brake tempertures are coded in game and Ive read somewere that track temp. affects tire temp and when the sky is cloudy the track is cooler and the tires take more time to heat up... please dont make me go test this :lol: :lol: :lol:
 
... dont know if the physics engine was dumbed down like Arvore states but it still feels pretty good...
I didn't exactly said that Consoles physics are dumbed down-I'm not sure, and no one can be since the game code, at least for consoles before jailbreak software, after I'm not really sure if it's possible to read the game code- but I'm sure that the PC'S are improved,adjusted, optimized-striving for more realism and hardcore physics, so implicitly acknowledging that the default values aren't exactly that.
And boxox just proved that:

Fuel - unfortunately every file involving fuel consumption is now set to machine readable format in Shift 2 (all event rules in \properties and the ai scale in physicstweaker) so it's not amazingly simple to just turn it on yet - though I have spent a little time mapping these so I might get there eventually. It could be turned on in Shift 1. As I mentioned earlier it uses the same ISI system for this, so you have unique fuel quantities, fuel tank position, and 3d inertia (both for sloshing and tank container shape) modelled already even without it being consumed.

Can You ever do this on a console?
Now check a response that he still has on his wall, when asked to join T-12 WTC for Shift 1:

boxox
I'm on the PC and my whole interest in the game is basically undoing the bits that are "Need for Speed" and unlocking the bits that are "GTR3". So pretty much none of the times I have on anything are competitive in the least, I run it with grip 1.15 ("pro" mode is 1.20), less grip on all non-tarmac surfaces, tyre wear, bla bla. If I can do 6.50 in the zonda R at nordschleife I am really happy

See what I mean when I state that PC version is different?
Even admitting that the base code it's the same-which no one but the Devs can be sure of- it can be manipulated in it's default values and impact the game physics for better...maybe will get there in the next generation of consoles who knows...until than I don't feel it's a fair comparison or that valid conclusions can be drawn about the PS3 version analyzing the PC version!
 
Don't You think that if they did, You had already noticed by now...?
With or without a visual indicator of it?
Next thing You know people will be claiming that break temperatures and dynamic air inputs-exterior temp are coded in the game engine...let's keep our feet on the ground here?!

Test of physics based air and surface temperatures.

Track ambient air temperature set to 2225 degrees, track surface temperature set to 32220 degrees.

Video is of second restart - first entry to world I skipped prerace and engine blew immediately after causing instant DNF. Second restart blew the engine during prerace and avoided instant DNF.



You can check this without modding easily enough - track temperature and air temperature are both set 5c cooler at night and if you leave the car alone the end rest position of the brake/tyre temperature should reflect this.
 
And boxox just proved that:

The only mod I have running on S2U is one to increase the maximum driver levels and scale the rewards / turn on the dr pepper car.

Can You ever do this on a console?

Er... you know you just quoted me saying that it can't be done on the PC yet either, right? :)

Now check a response that he still has on his wall, when asked to join T-12 WTC for Shift 1:

See what I mean when I state that PC version is different?

"Dear T12, my times probably aren't going to match up because I've deliberately modified the PC version to make it so that it no longer produces times comparable to the console version.". That's what we call a smoking gun - but you should really avoid looking into the barrel.

Even admitting that the base code it's the same-which no one but the Devs can be sure of- it can be manipulated in it's default values and impact the game physics for better...maybe will get there in the next generation of consoles who knows...until than I don't feel it's a fair comparison or that valid conclusions can be drawn about the PS3 version analyzing the PC version!

I don't have the console ISO but for Shift 1 at least, during the DLC conversion, everything we found on the 360 disc matched the PC physics wise.
 
Just to compress this into one slightly unmanageable long post..
Ah yes, post length and quoting management becomes an issue, but that doesn't matter when it has substance :)

I'm aware of Pacejka's Magic Formula. If it is calculated for 4 wheels of, say 16 cars, and computed at a high rate, that is indeed a refinement over the simpler methods. But of course it's a magic formula, not true physics (I don't really like that term), which gives the behavior with acceptable limits for our sim. And that is, as I mentioned, good engineering.

I also know about the brush model, which is good since it deals with deformation in all dimension. It needs to be computed with a fair resolution, of course (many brushes). If S2U use a brush model, that is probably good enough. But it's still not modeling chemical compounds.

There is no evidence there for his conclusion. He does not present any measurements for the effects of (the lack of) tire widths. The total relative lateral grip depends on a lot more factors than just the tire compound and width; e.g. weight, center of gravity, suspension geometry and setup. What he has to go on is the increased grip with increasing grippy tires, and that's where I'd expect to see the same relative increase, given that the other factors mentioned above are constant. In any case, it's faulty "science".

It's not perfectly linear with wider tyres and depends on other things now?
Yes, but here I'm bringing in other variables that differs between two cars and contribute to the overall mechanical grip of the whole car, not just an isolated tire contact patch. I thought the distinction between those was self evident in that paragraph, taking the context into consideration (Cooper vs ZR1). I should have been more clear.

Again I can't help but think you're leaving out the most grievous wound inflicted here - the total lack of any impact on the longitudinal behaviour of the tyre.
I did mention "any angle", but the again I wasn't talking about whether any particular sim models this or that well. Additionally, I'm not the one that was attempting to analyze how GT5 does things.

If I can presume a bit here - it seems like you think there are really only two methods anyone can use.
1) full fluid dynamics simulation at an atomic scale

2) lookup tables

There are many many many steps between those two things :)
Your presumption is wrong; I'm well aware of that. I mentioned the two as being the (almost) full-on and the simple variants. As hinted on previously, I'm not of the black and white -only persuasion :)

I'll give you that there's modeling going on, but in a simplified form, using tables and coefficients that covers for a larger and more complex underlying dynamic system, ref. True Physics as discussed earlier in the thread. E.g. tire wall flex is most probably a coefficient and/or a table, not a real time simulation of actual tire deformation (which is very complex and needs at least a FEM process). Giving tires with different compounds, widths, profiles and construction different behaviour can all be done using different sets of tables and coefficients.

Not true. Even without any pure "physics" data changing, tyre behaviour can be altered in Shift simply by changing to a different tyre model (that is, the 3d object model itself) on the car. Two things exist in those - geometry defining the tyre's visual appearance, and bones attached to the left/right sidewall, rim, and tread surface.
I think I was saying precisely what you say, i.e. that you only need to swap out some data, e.g. tables and coefficients, to model a different tire (graphic representation aside).

Edit: I don't have the PC version of S2U, so thank you for the details that can be gleamed from it!

I musty again emphasize that my argument didn't concern any particular sim. It was a general talk about two things. Firstly that the methods used in the referenced article/posting doesn't provide evidence of how, or at what level, the physics is implemented. And secondly, I tried to shed some light on the fact that the physics used in sims is a simplified version, and that this is often "good enough".

I think you may have misread me on a few points there(?) I'm not a native English speaker, so some things may come out in a clumsy way. BTW, where are you from? Anyway, your posting is very interesting as it expands on the issue of where we are between the simpler representations and actual physics 👍

Edit 2: I'd be interested in a response, merely to check that we're not talking past each other - if I'm not mistaken we have pretty much the same understanding of the points being discussed.

DJ
--
 
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Er... you know you just quoted me saying that it can't be done on the PC yet either, right? :)

Being yet the key word there-I quoted You saying You did it in shift 1 also, remember?
What about PS3...never?


"Dear T12, my times probably aren't going to match up because I've deliberately modified the PC version to make it so that it no longer produces times comparable to the console version.". That's what we call a smoking gun - but you should really avoid looking into the barrel.

No something more along the lines of:

"Dear Mr B I won't join your competition because I changed the crappy arcade default values of the engine code to have less grip, in and off tarmac, fuel depletion,etc things that You only can dream of...I play a sim-GTR 2,5- You guys play an arcade version of it in a console which unrealistic grip allows to set absurd unrealistic times"
Seems more accurate:P


;)


EDIT:
sorry missed this one:

Test of physics based air and surface temperatures.

Track ambient air temperature set to 2225 degrees, track surface temperature set to 32220 degrees.

Ok You keep saying that You play an almost unmodded version of the game...like the console version, right?
So can You please point me out the menu where I can adjust the air and track temperatures in my PS3?💡

Video is of second restart - first entry to world I skipped prerace and engine blew immediately after causing instant DNF. Second restart blew the engine during prerace and avoided instant DNF.



Now there is a video I would like Tribolik to reproduce on his PS3!:P;)
 
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Being yet the key word there-I quoted You saying You did it in shift 1 also, remember?
What about PS3...never?

I just want to check that you comprehend what is being said here:

I'm on the PC and my whole interest in the game is basically undoing the bits that are "Need for Speed" and unlocking the bits that are "GTR3". So pretty much none of the times I have on anything are competitive in the least, I run it with grip 1.15 ("pro" mode is 1.20), less grip on all non-tarmac surfaces, tyre wear, bla bla. If I can do 6.50 in the zonda R at nordschleife I am really happy


See what I mean when I state that PC version is different?


Your point is... the PC version is different if you mod it to be different? Is there some other way you could phrase what you're trying to say? :)

No something more along the lines of:

"Dear Mr B I won't join your competition because I changed the crappy arcade default values of the engine code to have less grip, in and off tarmac, fuel depletion,etc things that You only can dream of...I play a sim-GTR 2,5- You guys play an arcade version of it in a console which unrealistic grip allows to set absurd unrealistic times"
Seems more accurate:P

;)

Annnd... you're now relating this to Shift 2 Unleashed, which has tyre wear and less grip on and off tarmac? And I take it you're just throwing in fuel depletion at random there for giggles - which I never said I was using. Just as a note - we switched back to 1.2 grip for our physics mod after a while, though we did do some other (hugely complicated :() things to reduce certain other aspects of grip based on the whole car yaw angle and rotational speed of the tyres :)

Do you think there is a better way we could manage this conversation? It seems as if we are racing around and around the same oval here where you make declarations about what the game does or doesn't do, then I go and make (and edit and upload...) a video showing this mysteriously actually happening, then you put some more words in my mouth about something. Like - surely it is better to maybe ask if the game does something, or ask what the impact of those mods are and how they relate to the second game. Because the way we're doing this is actually kind of annoying to deal with for me, and I'm not at all sure you're doing yourself many favours with this.
 
Now there is a video I would like Tribolik to reproduce on his PS3!:P;)

Damn I tried to do it with an hair dryer and ruined my TV because of you... so I though if I cant heat up the track on the TV then I must be able to do it on the console and got an YLOD... Im not happy, not happy at all... :dopey:

But more seriously now, its easy to test do a time trial on a track and expect good weather then see on the telemetry how long it takes for the tires to heat up on a constant pace... then do the same thing on the same track but on a cloudy day (if the game allows it :indiff:) then see how long it takes for the tires to heat up... its been already proven that heating up the tires does have impact on them and their performance...
 
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Unfortunately all day race weather (clear and cloudy, day and dusk) events all share the same temperature settings - it's only night races that are different.
 
Unfortunately all day race weather (clear and cloudy, day and dusk) events all share the same temperature settings - it's only night races that are different.

I was under the impression that cloudy and sunny had diferent temperatures... well can have it all...
 
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Ok I start for the last part so we can basically take the personal part out of the way,ok?


Do you think there is a better way we could manage this conversation?

I don't know is there?
Why don't we start like this :
You write your POV
I write mine(in a lousy English but what can I do?:guilty:).
We agree, disagree, whatever...let's see if it works?💡

It seems as if we are racing around and around the same oval

Yeah I don't like ovals either they're boring...:sly:


here where you make declarations about what the game does or doesn't do,

I don't do declarations...I observe the reality of the game in my system and comment on it.

then I go and make (and edit and upload...)

Than You do the same with some odd videos recorded in Your system which I don't know, can't check, to support Your position...

a video showing this mysteriously actually happening,

So far You posted a video of tyres blowing in non stop donuts and Tribolik was able to reproduce it...You've made Your point: Tyre temperature can make the tyres blew in extreme conditions non reproducible in a normal racing event.


And other-that was a clear shot on own foot IMO- where You just proved Your game is different than ours...unless Tribolik can do some magic with his hair dryer.:sly:

then you put some more words in my mouth about something.

That's untrue and unfair...I don't put words in Your mouth I quote You-aside from last post which was obviously a joke, so I thought.:nervous:


Like - surely it is better to maybe ask if the game does something, or ask what the impact of those mods are and how they relate to the second game.

I would if I thought You could answer...

Because the way we're doing this is actually kind of annoying to deal with for me,

No one is forcing You to...
and I'm not at all sure you're doing yourself many favours with this.

And that's why, exactly?
Other kids won't like me and won't play with me anymore?:sly:

I just want to check that you comprehend what is being said here:

I'm on the PC and my whole interest in the game is basically undoing the bits that are "Need for Speed" and unlocking the bits that are "GTR3". So pretty much none of the times I have on anything are competitive in the least, I run it with grip 1.15 ("pro" mode is 1.20), less grip on all non-tarmac surfaces, tyre wear, bla bla. If I can do 6.50 in the zonda R at nordschleife I am really happy


I think so...something like I won't enter the competition because the version of the game I'm playing is not the same as Yours so lap times are not comparable...but correct me if I'm wrong...as I said my English isn't that good.


Your point is... the PC version is different if you mod it to be different?

Bravo, Bingo!!!

Is there some other way you could phrase what you're trying to say? :)

Yep, one can mod,sooner or later,more or less extensively, the PC version of the game...we can't do the same in the PS3.Sooo:

Modded PC Version==\\==PS3 Version

Clear enough for You?...because I'm not that good at drawing!


Annnd... you're now relating this to Shift 2 Unleashed, which has tyre wear and less grip on and off tarmac?

Yes was only example of how the PC version of games can be modified while consoles can't!

And I take it you're just throwing in fuel depletion at random there for giggles - which I never said I was using.

No it was a mistake I meant to write tyre wear-You were talking about shift 1 which didn't had it...on our system, You had it in Yours, different versions got it?

Just as a note - we switched back to 1.2 grip for our physics mod after a while, though we did do some other (hugely complicated :() things to reduce certain other aspects of grip based on the whole car yaw angle and rotational speed of the tyres :)

And Yet You claim You play the same game than I do...go figure:rolleyes:



its been already proven* that heating up the tires does have impact on them and their performance...

*doing nonstop donuts and taking the tyres to extreme conditions unrepeatable in a "normal" race...like the one's we do every day!

You still haven't answered my question HOW MANY TYRE BLEWS DID YOU GOT AFTER 2 MONTHS PLAYING THE GAME ON A DAILY BASIS?

I can emphasise with coulour if it helps You to remind it...;)


Unfortunately all day race weather (clear and cloudy, day and dusk) events all share the same temperature settings - it's only night races that are different

And how exactly can we check if the same happens in the PS3 version...or should we just take Your good word for it?

I was under the impression that cloudy and sunny had diferent temperatures... well can have it all...

And how exactly did You got that impression...can any of You "educate" me on how to check air and track temperatures in my system...or are we just wild guessing here and anything goes just because there were some videos with tyres blewing???:ouch:
 
Got that impression from an interview with one of the devs before the game was released - but I seem to confuse somethings, sometimes...

And how exactly can we check if the same happens in the PS3 version...or should we just take Your good word for it?

Quick race - day - just sit there and turn on telemetry - wait a few minutes and the tire and brake temp will be the same as air temp give or take.

then do the same at night... very simple

but do not drive just sit there to let the car temp reflect the air temp (sooner or later it will)

I can do this for you but Im affraid you wont take my word for it as well :mischievous:
 
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Got that impression from an interview with one of the devs before the game was released - but I seem to confuse somethings, sometimes...

Ahhh, right...:indiff:

Quick race - day - just sit there and turn on telemetry - wait a few minutes and the tire and brake temp will be the same as air temp give or take.

then do the same at night... very simple

but do not drive just sit there to let the car temp reflect the air temp (sooner or later it will)

Well I did exactly what You've said-kids don't try this at home without professional assistance...:sly:
Spa, NFS Team Carrera RSR-With which I intend to do some actual racing in this game, after this post

AND GUESS WHAT?
There is absolutely no difference between night and day tyre temperatures...💡
 
What was the temp that it gave you?

EDIT: Im doing it know and after 7 minutes the temperature is still dropping (still on the first test)... Ill post my results in a bit

RESULTS:

NSX WORKS - because of the slick tires

Mount Panorama

Day - 7 minutes (give or take) to reach - tires 29º - brakes 27º

conclusion - track temp - 29º - air temp 27º

Night - 7 minutes (give or take) to reach - tires 24º - brakes 22º

conclusion - track temp - 24º - air temp 22º

I wont go into this anymore its obvious now that you just want to be right and prove us wrong... I can do further testing to see if geographic location makes any diference but whats the point... Boxox said before the diference was 5º and I just lost 20 minutes of my life proving it without needing to do so...
 
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Avore, it seems to me you think the PC and PS3 versions of Shift 2 have completely unrelated code/physics and are not the same game?

Boxox has modded the game to highlight that air temperature etc is implemented in the game (yes PS3 too!), but is a subtle effect, so just because you don't see it doesn't mean it isn't there, unless you have some mystery version of the game that was coded without particular features just for you.

Tyres won't blow out in 'general' race conditions ever. They have to be abused pretty badly or damaged by uneven wear or debris to blow. Why would you think they'd just go 'pop' while racing properly?
They do actually pop in Shift 2 when hitting debris, I've seen a video where the engine was blown by driving into debris too.
 
What was the temp that it gave you?

EDIT: Im doing it know and after 7 minutes the temperature is still dropping (still on the first test)... Ill post my results in a bit

RESULTS:

NSX WORKS - because of the slick tires

Mount Panorama

Day - 7 minutes (give or take) to reach - tires 29º - brakes 27º

conclusion - track temp - 29º - air temp 27º

Night - 7 minutes (give or take) to reach - tires 24º - brakes 22º

conclusion - track temp - 24º - air temp 22º

I wont go into this anymore its obvious now that you just want to be right and prove us wrong... I can do further testing to see if geographic location makes any diference but whats the point...

Oh, I was just doing this myself :)

One thing that occurred to me was that at rest, on the starting line, the brake lights are actually on and it is applying enough brake torque to keep the car still. So this possibly just fractionally adds up enough to prevent the brakes/tyres reaching the weather indicated temperature exactly (and probably the difference in air/surface temp messes with the airflow per speed unit/static rest cooling rates set in the car chassis file).
 
Avore, it seems to me you think the PC and PS3 versions of Shift 2 have completely unrelated code/physics and are not the same game?

Boxox has modded the game to highlight that air temperature etc is implemented in the game (yes PS3 too!), but is a subtle effect, so just because you don't see it doesn't mean it isn't there, unless you have some mystery version of the game that was coded without particular features just for you.

Tyres won't blow out in 'general' race conditions ever. They have to be abused pretty badly or damaged by uneven wear or debris to blow. Why would you think they'd just go 'pop' while racing properly?
They do actually pop in Shift 2 when hitting debris, I've seen a video where the engine was blown by driving into debris too.

Yeap I had also forgotten that I poped two wheels on normal racing going over debris... cool stuff too.
I have one complaint thought it is very hard to loose you head lights at night - you need to almost total your car to be in the dark.. IMO it would be much more cool if it was easier to do...
 
What was the temp that it gave you?

EDIT: Im doing it know and after 7 minutes the temperature is still dropping (still on the first test)... Ill post my results in a bit

RESULTS:

NSX WORKS - because of the slick tires

Mount Panorama

Day - 7 minutes (give or take) to reach - tires 29º - brakes 27º

conclusion - track temp - 29º - air temp 27º

Night - 7 minutes (give or take) to reach - tires 24º - brakes 22º

conclusion - track temp - 24º - air temp 22º

Ridiculous conclusions...cause\effect relation explained please!

I wont go into this anymore its obvious now that you just want to be right and prove us wrong... I can do further testing to see if geographic location makes any diference but whats the point...

Now You're annoying me, really...are You what calling me a liar?!:ouch:
I'm sitting in front of my TV right now I selected SPA...NIGHT\DAY ...I wont wait for 7 mins in this B.S. it's exactly the same hud do you want what video, picts...Mother's Theresa word for it???!:nervous:

*nonsense as usual*

With You I wont even bother...:dunce:


Team spirit is really present here:
Yeap I had also forgotten that I poped two wheels on normal racing

Tyres won't blow out in 'general' race conditions ever

You just contradict him yet started the sentence with a yep like You would agree with him...common enemy unites strangers, right?
Not childish at all, I'm beginning to feel like in a school yard where kids from room A gather to fight kids from room B.
That's just great, really!
 
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My conclusions where based on the fact that tires are in contact with the track and disk brakes are in contact with air... yes Im being delusional its all just bits and bytes...

Ridiculous conclusions...cause\effect relation explained please!



Now You're annoying me, really...are You what calling me a liar?!:ouch:
I'm sitting in front of my TV right now I selected SPA...NIGHT\DAY ...I wont wait for 7 mins in this B.S. it's exactly the same hud do you want what video, picts...Mother's Theresa word for it???!:nervous:

Then if you insist one of us is a lier- but you do have to wait 7 minutes if you dont whats the point. How will you tell if theres a 5º diference like Boxox posted a few posts above? I did wait 10 minutes on each test... only because Boxox said there was a diference if he hadnt I would have taken your word for it (that there was no diference) and I would have been mistaken, Im sure you dont mean it but thats the outcome... but I would have believe in your word unlike you that made me post the video (and waist another 15 minutes of my life because you didnt believe me)
 
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yes Im being delusional its all just bits and bytes...

Finally something I can agree with!

Then if you insist one of us is a lier- but you do have to wait 7 minutes if you dont whats the point. How will you tell if theres a 5º diference like Boxox posted a few posts above? I did wait 10 minutes on each test... only because Boxox said there was a diference if he hadnt I would have taken your word for it (that there was no diference) and I would have been mistaken, Im sure you dont mean it but thats the outcome... but I would have believe in your word unlike you that made me post the video (and waist another 15 minutes of my life because you didnt believe me)

EDIT: the telemetry has two diferent HUDs you might be in the wrong one... now that I think of it...

Ok,maybe I'm doing something wrong here,since no one of us is a liar, race starts...don't move,don't gear, don't break... didn't waited 7 mins but like 3 or 4...no changes in the hud...
 
Come on guys, start playing the game instead of writing about It, while watching at the screen to see If temperatures change ?!?!?! You won't win races with that, I'd say; take It to the track ;)(and I probably know who will win)
 
Sorry for the delay, I had a laptop to fix...

Ah yes, post length and quoting management becomes an issue, but that doesn't matter when it has substance :)

I'm aware of Pacejka's Magic Formula. If it is calculated for 4 wheels of, say 16 cars, and computed at a high rate, that is indeed a refinement over the simpler methods. But of course it's a magic formula, not true physics (I don't really like that term), which gives the behavior with acceptable limits for our sim. And that is, as I mentioned, good engineering.

I also know about the brush model, which is good since it deals with deformation in all dimension. It needs to be computed with a fair resolution, of course (many brushes). If S2U use a brush model, that is probably good enough. But it's still not modeling chemical compounds.

That's true, however, again we can resort to formulas (magic and otherwise) that will give us a simulated object that matches whatever chemical properties we want to simulate at a reasonable depth. So rather than perform chemical transformations on simulated tyre atoms, we can say, for instance, that the Porsche 914's historical tyre composition gains heat like this:

Code:
Heating=(6.00e-1, 36.00e-4) // Heat caused by (rolling, friction)

and the 997GT3RSR slick tyre compound gains heat like this:

Code:
Heating=(5.00e-1, 30.00e-4) // Heat caused by (rolling, friction)

and then the physical model differences (and natural differences in load per tyre, etc) will cause them to gain and lose heat differently. So even very small differences (or identical values) can get multiplied just from what's happening in the game world - little seed style values like this result in other behaviours emerging, and you end up with automatic curves of heat gain / heat loss / damage related wear / etc. Chemical composition wise, other than simple 'grip' and 'slide' grip values and the stiffness parameters, you have parameters for different rolling resistances, heat gain and heat loss, wear rates (also influenced by damage in the 3d world), ideal operating temperature, the effect of air pressure on the carcass, and several others which are mostly set identically but scale to the model.

Yes, but here I'm bringing in other variables that differs between two cars and contribute to the overall mechanical grip of the whole car, not just an isolated tire contact patch. I thought the distinction between those was self evident in that paragraph, taking the context into consideration (Cooper vs ZR1). I should have been more clear.

I did mention "any angle", but the again I wasn't talking about whether any particular sim models this or that well. Additionally, I'm not the one that was attempting to analyze how GT5 does things.

Yep, I think I just misunderstood here :) - really we are talking about things that can happen, things that probably should happen, and things that are down to the implementation in whatever game.

Your presumption is wrong; I'm well aware of that. I mentioned the two as being the (almost) full-on and the simple variants. As hinted on previously, I'm not of the black and white -only persuasion :)

I think I was saying precisely what you say, i.e. that you only need to swap out some data, e.g. tables and coefficients, to model a different tire (graphic representation aside).

Edit: I don't have the PC version of S2U, so thank you for the details that can be gleamed from it!

Yeah, it's pretty easy (for most things anyhow). The vast majority of the game is plaintext and (most) functions are very well documented from a decade of people messing around in ISI engine racing games.

I musty again emphasize that my argument didn't concern any particular sim. It was a general talk about two things. Firstly that the methods used in the referenced article/posting doesn't provide evidence of how, or at what level, the physics is implemented. And secondly, I tried to shed some light on the fact that the physics used in sims is a simplified version, and that this is often "good enough".

That's cool. And yeah, for most things, whatever we are simulating is going to be really just a very small set of formulas, considered in abstract from what's on screen at the time, that do one thing only - but combine and overlap to form something much more multi-dimensional and complicated. In cases such as being able to plot out a fairly simple scale for something as complicated as changing tyre dimensions/compounds, though, I think it is possible that things have been reduced a little too far to be adequate to the task.

I think you may have misread me on a few points there(?) I'm not a native English speaker, so some things may come out in a clumsy way. BTW, where are you from? Anyway, your posting is very interesting as it expands on the issue of where we are between the simpler representations and actual physics 👍

I think your english is probably better than mine :) I'm in Brisbane in Australia.

👍
 
Come on guys, start playing the game instead of writing about It, while watching at the screen to see If temperatures change ?!?!?! You won't win races with that, I'd say; take It to the track ;)(and I probably know who will win)

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:)

It's all good, there are actually a few things I have been meaning to check out like that now that we have proper developer made telemetry. But it's kind of annoying to be prompted into doing it by people who just don't stop .. being charitable .. making stuff up. It takes only a moment to type out that whatever feature is mythical, and quite a bit longer to go get that sasquatch on tape :grumpy:
 
The thread title should be changed into: VERY Interesting comments from gtplanet members. Except it's not that interesting anymore.
 
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:lol::lol::lol::lol::lol:

I really thought this thread was a interesting read until the whole tyre blowout and brake temp deal:banghead:

I think we should all agree to disagree:idea:
 
Maybe the thread went a bit overboard with the experiments, proofs, finite element methods but hey... someone is wrong in the Internet, it's important! :D

See, to me that is the really interesting part and FRAPS/youtube doubler is a pretty nice way to demo the tech underneath :). I think those videos are just the tits and show a whole bunch of awesome stuff. Like - did anyone notice that the brakes on the outside of the donut got more airflow from describing a wider circle and cooled fractionally faster than the inside brakes? That is pretty cool.
 
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