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Advanced flags changed again with ls tuners update?


Marciliojunior01
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Marciliojunior01

So some time ago i made a post about the viseris being able to curb boost again, the car still handled a bit strange but it was clear it was gaining speed over bumps. I thought it was just something related to that car in specific untill i decided to drive my Taipan again two days ago. 

The curious part to me is that i was hitting over 135mph (in the digital speedometer, which is usually accurate) with the Taipan in the city which should be near impossible, the engine was still cutting the revs when they got too high but it seemed like the flag that blocks curb boosting was not active. Seemed like the flags had a delay before activation, the car was going faster than the flags were able to hold it back.  

 

I can't prove anything for now, it will require further testing, but i have the feeling that some change was made to the advanced flags in the last update. 

 

I encourage you all to drive the cars with the slow handling flags and share your experience, i might be wrong about all of this but if im not, that will be great. 

 

 

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I commented on that already and can confirm the Swinger can curb boost as well.

 

The Swinger has 4 flags, one of which is the bouncy flag, which appears to still be in effect. Another flag can be easily tested by putting the car up against a wall and accelerating, which will cause the rev-counter to jump like crazy. Normal cars don't do that, but I don't know which flag it is. It might be the one that also disables "double clutch", which is still impossible on the Viseris and Swinger.

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Marciliojunior01
2 minutes ago, SummerFreeze said:

I commented on that already and can confirm the Swinger can curb boost as well.

 

The Swinger has 4 flags, one of which is the bouncy flag, which appears to still be in effect. Another flag can be easily tested by putting the car up against a wall and accelerating, which will cause the rev-counter to jump like crazy. Normal cars don't do that, but I don't know which flag it is. It might be the one that also disables "double clutch", which is still impossible on the Viseris and Swinger.

Looks like some cars got changed some dos not. The dominator gtx for example remains unable to curb boost 

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10 hours ago, SummerFreeze said:

The Swinger has 4 flags

Only 3 flags maximum are active on a car at any one time. I’m not sure if it would be the first 3 listed or if it works differently. But it might narrow some stuff down.

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On 9/14/2021 at 7:56 PM, Marciliojunior01 said:

The curious part to me is that i was hitting over 135mph (in the digital speedometer, which is usually accurate)

 

unfortunately, that can be disputed. the flag 0x20000 seems to be screwing up whatever the game uses to calculate either the entity speed or the speedometer speed, that includes the digital reading.

 

both screenshots were taken with cruise control to keep the car going the same speed, with both the trainer's (top) and my own speedometer (middle) to the right. in this one, the car is untouched, both speedometers report 68mph, while the car speedometer reports 66mph

Spoiler

unknown.png

 

in this one, all i did was remove flag 0x20000, now all speedometers report 68mph

Spoiler

unknown.png

 

 

On 9/14/2021 at 7:56 PM, Marciliojunior01 said:

but it seemed like the flag that blocks curb boosting was not active. Seemed like the flags had a delay before activation, the car was going faster than the flags were able to hold it back.

are you sure you're not experiencing placebo? or that there isn't some other factor that affects curb boosting (such as the bouncy flag possibly negating any speed gain because of the bouncing)? the only flag to my knowledge that actually blocks curb boosting is one that's only used on open wheelers.

 

On 9/15/2021 at 12:00 PM, Verstappen said:
On 9/15/2021 at 1:14 AM, SummerFreeze said:

The Swinger has 4 flags

Only 3 flags maximum are active on a car at any one time. I’m not sure if it would be the first 3 listed or if it works differently. But it might narrow some stuff down.

that's not true. you can activate as many flags as you want, even conflicting ones, and they'll still work. the swinger has 6 flags (0x10000, 0x20000, 0x40000, 0x80000, 0x200000, and 0x400000) and all of them carry out their functions

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49 minutes ago, WildBrick142 said:

that's not true. you can activate as many flags as you want, even conflicting ones, and they'll still work. the swinger has 6 flags (0x10000, 0x20000, 0x40000, 0x80000, 0x200000, and 0x400000) and all of them carry out their functions

Oh yeah, it actually has 6 (0x6F0000). Most of the cars from After Hours and SSASSS have 4 (0xF0000). Do you happen to know what these do individually? I only know 0x40000 is the bouncy flag.

 

49 minutes ago, WildBrick142 said:

are you sure you're not experiencing placebo? or that there isn't some other factor that affects curb boosting (such as the bouncy flag possibly negating any speed gain because of the bouncing)? the only flag to my knowledge that actually blocks curb boosting is one that's only used on open wheelers.

Curb boosting wasn't blocked per se, rather you didn't get a speed increase from curb boosting, probably through the various ways the flags affect the revs/transmission. At least that's what I think was the case. It may be placebo, but without official word or concrete evidence from testing we won't know if something changed either. How was the effect from flag 0x4000000 noticed (limited tire clipping), for example? Months went by before it was acknowledged by someone semi-official like Broughy through his testing.

Edited by SummerFreeze
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On 9/15/2021 at 1:19 PM, SummerFreeze said:

Oh yeah, it actually has 6 (0x6F0000). Most of the cars from After Hours and SSASSS have 4 (0xF0000). Do you happen to know what these do individually? I only know 0x40000 is the bouncy flag.

all flags:

  • 0x1: unknown
  • 0x2: unknown
  • 0x4: enables fMaxDriveBiasTransfer value
  • 0x8: unknown
  • 0x10: unknown
  • 0x20: unknown
  • 0x40: unknown, it causes this weird effect you can see on electric cars when you hold handbrake and accelerate
  • 0x80: makes the handbrake more 'smoother', it's less likely to leave tire marks and slows the car down more gradually
  • 0x100: unknown
  • 0x200: unknown
  • 0x400: unknown, does some funky stuff with physics/suspension because if you enable this flag and do a handbrake wheelie, there's a chance the car's heading will get reset to 0.0 which is normally an indicator that the handling is corrupt.
  • 0x800: unknown
  • 0x1000: unknown
  • 0x2000: unknown
  • 0x4000: unknown
  • 0x8000: allows the vehicle to be stanced, must be paired with 0x4000000 for it to work
  • 0x10000: lowers the gear shifting points, adds a hard rev limit per gear, and low-speed traction control
  • 0x20000: holds gear for a longer time, usually reaches the rev limit before shifting
  • 0x40000: "bouncy suspension". according to people with more knowledge of the game code, it increases suspension spring force as the vehicle goes faster.
  • 0x80000: generates a 'fake' wheelspin after a 'real' wheelspin, from the same people with game code knowledge; the tires stabilize and show 0.0m/s of slip, but traction behaves like the wheel is still spinning
  • 0x100000: reduces righting force of the vehicle, making it much harder to flip it back on its wheels
  • 0x200000: extends the duration of the 1st gear
  • 0x400000: smooth first gear revs, from what i also heard it locks the engine power to wheel rotation, but the former is more likely
  • 0x800000: enables neutral steering
  • 0x1000000: enables handbrake wheelie
  • 0x2000000: reduces wheel collision clipping, making the wheels less likely (but not impossible) to clip through the ground when flipped over
  • 0x4000000: limits tire clipping, and also prevents the vehicle from being stanced by shooting at the wheels/suspension. ironically, if it's paired with 0x8000 it allows the vehicle to be stanced through script (interaction menu)
  • 0x8000000: generally overhauls downforce mechanics, allows advanceddata to adjust downforce values for spoilers and front bumpers, prevents curb boosting
  • 0x10000000: decreases bodyroll and increases grip with suspension mods
  • 0x20000000: unknown, might not exist yet
  • 0x40000000: unknown, might not exist yet
  • 0x80000000: unknown, might not exist yet

 

On 9/15/2021 at 1:19 PM, SummerFreeze said:

How was the effect from flag 0x4000000 noticed (limited tire clipping), for example? Months went by before it was acknowledged by someone semi-official like Broughy through his testing.

some people observed it/noticed a difference, some people made deductions based on the code in the exe (which is no easy task), either way it probably took them a while of testing different variables and configurations to verify the effects. for example i spent several hours verifying the effects of 0x100000 and 0x2000000 and that was after spending weeks to get an idea of what they could be doing in the first place

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Regarding the Taipan, I already commented on it's appreciation thread a few years agora that the car's speedo does get to those speeds when it hits bumps on the roads, but the car itself was not reaching those speeds, it would actualy slow down on the bumps, I had that verified by racing in my test track: the car would take longer to get to the finish line of my track when I used the curb boosting.

 

(I don't remember the exact time figures, as it was years ago and I probably deleted the screenshots)

 

Anyway, the speed you see on the digital dashboard of the Taipan is the speed the car would be getting if it didn't had the anti-curb boosting flags, this is how the car has always been since it was released. 

 

In fact, you can also notice this behaviou on pretty much any other car with the same flags, the speedometer will still shoot up to reflect the speed increase on bumps, but the cars are in fact slowing down on the bumps because of the flags.

 

tl;dr: Speedometer readouts on those specific cars are very unreliable because of those flags, this isn't new.

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