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WoW! Thank you for this Mod. I already liked your old custom camera mod. Could you bring bag some more of the old options?
I used to use:
distanceOffset = 7
heightOffset = 2.4
fov = 65.0
increaseDistanceAtHighSpeed = false
accelerationAffectsCamDistance = false
useEasingForCamDistance = false
lookFrontOffset = -0.25
lookFrontOffsetLowSpeed = -0.4
cameraRotationSpeed = 1.5
cameraRotationSpeedLowSpeed = 1.5
generalMovementSpeed = 0.1
extraCamHeight = 0.4
toggleEnabledKey = NumPad1
toggleDebugKey = NumPad3
I use whatever is inside the redux mod. The car I tried stalling was Franklins Bravado tuned.
Hi there, I found some very minor bugs:
1) Now it is actually nearely impossible to stall. I tried up-hill without throttle relasing clutch very quickly.
2) Used some endurance race car. When it reaches its top speed in the 6th gear after a few seconds it starts to reducing rpm and goint up again although full throttle. It might be something with fakeRev?
Please keep up the great work. I appreciate.
That would be awesome!
Unfortunately, camera hang up is still there :(
Well done. Love the performance improvement and also the camera seems not to get stuck anymore. Thumbs up!
It is actually very interesting. I do not have a lot of insight and experience into the reverse engineering thing. I can read and understand code though. I have studied yours quite a bit and I can see that the magic happens in handleRPM() and fakeRev(). I can also see that you obtain game parameters from scripthook. Where do you get the offsets and documentation for VehicleExtansions?
ClutchShiftingH = false
ClutchShiftingS = false
in settings_general.ini but you may have to find these settings in the ingame menu because for me it is not always update when I set in manually.
controls.ClutchVal < 1.0f - settings.StallingThreshold
vehData.Rpm < 0.21f
((vehData.Speed < vehData.CurrGear * 1.4f) || (vehData.CurrGear == 0 && vehData.Speed < 1.0f))
This is some very interesting insight. I understand that this approach is somewhat detached from the physics engine of the game and may therefore deviate from ones sort of feel for the physics.
I really would like to help you come up with a more physical approach for this. You would have to point out certain things to me though:
- How far is the clutch system implemented into game physics? My guess would be that the programmers originally did not include this. So you probably needed to make a workaround. How far do the possible manipulations you can do go? Can you specify that a certain fraction of engine torque should be applied to the wheels at a certain time depending on controls.ClutchVal? Is it possible to allow slippage of the clutch meaning engine rpm differs from wheel rpm * gear ratio? (I guess there would be ways to trick the game if you could dynamically change vehicle horse power and the gear ratio.)
- Does the game allow vehData.Rpm < 0.2 under certain circumstances or does the game automatically switch into neutral to prevent this?
- What are the possible physical parameters you can obtain from the game? Engine torque depending on rpm and throttle, vehicle speed, engine rpm, wheel rpm, gear ratio, vehicle mass? (Maybe for the torque dependence one could come up with a function fit for all vehicles depending on vehicle horse power).
I have one thing that regularly bothers me. Often when I come to a halt and need to get going fast I stall the engine by accident. The weird thing about it is that for a quick start I usually press down throttle quite a bit and release the clutch faster than usual. I think releasing clutch faster than usual while pressing down throttle quite a bit should prevent the engine from stalling. If you overdo this the powered wheels should lose grip and just rotate otherwise the car should get going quickly. In my feeling the engine stalls too easily. How do you calculate stalling? Does the applied throttle have an influence?