Enigma_Tl Posted June 25, 2005 Share Posted June 25, 2005 I am looking for a good tutoial that explainswhat all the numbers represent. Thinks like for: ; (J) fTractionMultiplier [0.5 to 2.0] ; (K) fTractionLoss [0.0 > x > 1.0] ; (L) fTractionBias [0.0 > x > 1.0] Does less traction loss mean they stick to the road more? I am trying to make some cars less bouncy and corner better. Link to comment Share on other sites More sharing options...
GodGell Posted June 25, 2005 Share Posted June 25, 2005 I am looking for a good tutoial that explainswhat all the numbers represent. Thinks like for: ; (J) fTractionMultiplier [0.5 to 2.0] ; (K) fTractionLoss [0.0 > x > 1.0] ; (L) fTractionBias [0.0 > x > 1.0] Does less traction loss mean they stick to the road more? I am trying to make some cars less bouncy and corner better. i'm not entirely sure about the TractionLoss value, but i think it's the amount of traction lost at high speed. if you want to make the car's suspension better, edit the suspension damping, suspension lower/upper limit etc. values. Link to comment Share on other sites More sharing options...
Kremit Posted June 25, 2005 Share Posted June 25, 2005 why don't you play with it thru trial and error? That's what all the other modders do... Link to comment Share on other sites More sharing options...
Enigma_Tl Posted June 25, 2005 Author Share Posted June 25, 2005 why don't you play with it thru trial and error? That's what all the other modders do... Because Kermit. I HAVE! And you know what. For some things riasing it makes it stable but for others it makes it worse. SO like anyone who wants to learn I ask questions because someone out there might know the answer. There are no stupid questions just stupid people who feel the need to to show their stupidity by ridiculing people for asking questions. GodGell, I know about the suspension what I am looking for is to make the superGT spin out less. I have tried shifiting the bias and loss but it doesn't seem to really change things much. I have noticed that sports cars have a closer to one value and sedans closer to 0 but it doesn't seem to matter. The Hotknife on the other hand spun out way less and cornered better when the values were raised closer to one. Its this oposites reaction of some vehicles that makes me think there are its a combination of other factors that I am mssing. Link to comment Share on other sites More sharing options...
GodGell Posted June 25, 2005 Share Posted June 25, 2005 why don't you play with it thru trial and error? That's what all the other modders do... Because Kermit. I HAVE! And you know what. For some things riasing it makes it stable but for others it makes it worse. SO like anyone who wants to learn I ask questions because someone out there might know the answer. There are no stupid questions just stupid people who feel the need to to show their stupidity by ridiculing people for asking questions. GodGell, I know about the suspension what I am looking for is to make the superGT spin out less. I have tried shifiting the bias and loss but it doesn't seem to really change things much. I have noticed that sports cars have a closer to one value and sedans closer to 0 but it doesn't seem to matter. The Hotknife on the other hand spun out way less and cornered better when the values were raised closer to one. Its this oposites reaction of some vehicles that makes me think there are its a combination of other factors that I am mssing. hmm, never figured out what the bias thing changes, but i'd suggest lowering traction loss and increasing traction multiplier. watch out tough, the more traction you have, the better the car's acceleration will be used, and if you raise it too high, it might make you just fly away by pressing the throttle. the traction multiplier value is easy to understand: if it's 1.0, that means perfect traction. at 1.0 none of the acceleration will be lost through wheelspin. the lower the traction multiplier, the more wheelspin it'll have, and at 0 traction multiplier your car will just slide and pressing the throtttle won't move you anywhere. if the traction multiplier is above 1.0, that means it actually increases acceleration, which is why even if you set acceleration to very low values, you can still make a fast car by setting the traction multiplier higher. and by the way, Kermit is right. all i know about handling.cfg i learned through trial and error. that is the best way to learn stuff and that's why there aren't any all-round guides. Link to comment Share on other sites More sharing options...
Kremit Posted June 25, 2005 Share Posted June 25, 2005 (edited) backups and trial and error. I've never been able to get modding help... It's not like working with a bunch of software developers you can turn to and get help with your php code... unless someone from R* is on these boards and cares to share... we're all pretty much just as clueless as the next. Truth be told, a greater majority of modders only bother with weight, traction, suspension, speed and maybe damage multiplier. IMO, the only thing that can actually be asked about the handling.cfg and not learned on one's own... is how in the hell does that hex crap work at the end? Cause I try counting the digit spaces, and a lot of the time, the values just don't add up to me. Anywho, sorry to push your buttons enigma... it's nice to see you're not another one of these kids who just got SA and first thing they wanna do is change everything but don't wanna learn how. I don't think bias does anything... but I've never seen a point in changing it... loss I never played with either, but it wouldn't be too hard to do trial and error for your own understanding... make the multiplier 1.0 and then make loss 1.0. Play with it and see if you notice changes... then set loss to 0.1 and see how it effects the car. That will give you an idea if lower or higher number is better to use for loss. That's what I had to do to figure out the way roll stability and roll worked for the shamal. Edited June 25, 2005 by Kremit Link to comment Share on other sites More sharing options...
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