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Re: Erode status/update

Posted: Tue Feb 05, 2019 10:43 pm
by checkerz
jlv wrote:Are they around two feet apart? The game merges erode entries that are within a foot to save bandwidth. It usually averages out but at a high erode setting and small radius if they lined up the same way on consecutive runs they could reinforce instead.


It does it with a single rut.

Re: Erode status/update

Posted: Wed Feb 06, 2019 2:24 am
by jlv
One rut would be in phase with itself by definition. But you didn't answer the question. Are they around 2 feet apart? Actually might be 1 foot. I'll have to double check the averaging code to be sure.

Re: Erode status/update

Posted: Wed Feb 06, 2019 1:43 pm
by checkerz
jlv wrote:One rut would be in phase with itself by definition. But you didn't answer the question. Are they around 2 feet apart? Actually might be 1 foot. I'll have to double check the averaging code to be sure.

Didn't realize if it did it with a single rut that the distance question applied. My bad.

I didn't have the track saved with the first erode, so I did some new passes. This is on the actual San Diego track, not with mud traction or any changed erode settings:

Hard to get a good picture because the erode is tough to see - again set at 4.0 and this is one of the straights that isn't getting much erode:

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Here is the rhythm that erodes well each time:
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As a test, I rotated the terrain 90 degrees and when and rode. What I found was pretty substantial IMO.

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The sections that were eroding so poorly before, are now great:
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The sections that were so great before, now are getting the bumpy, barely eroding stuff:

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Re: Erode status/update

Posted: Thu Feb 07, 2019 3:33 am
by jlv
Can you reduce this to a tiny test case? Which direction do you think is not working right?

Re: Erode status/update

Posted: Thu Feb 07, 2019 6:39 am
by checkerz
jlv wrote:Can you reduce this to a tiny test case? Which direction do you think is not working right?

I don't have a clue honestly.

I could create create a terrain with a section going every 15 degrees or something to test on? Would that be suitable?

I'm a bit tied up at the moment building east coast terrains and traveling to races for my real job, so not sure how much time I can devote to testing this, but can provide some type of terrain you need if you give me an idea what you need.

Re: Erode status/update

Posted: Fri Feb 08, 2019 2:31 am
by jlv
Does it happen on flat ground? If you can get it down to "park in this direction and dump the clutch and it erode less than this other direction" it'll be easier to figure out.

Re: Erode status/update

Posted: Wed Feb 20, 2019 4:20 am
by Jeremy150
jlv wrote:Does it happen on flat ground? If you can get it down to "park in this direction and dump the clutch and it erode less than this other direction" it'll be easier to figure out.

Think I found the issue
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I took off from all 8 directions, with these bales.
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Re: Erode status/update

Posted: Wed Feb 20, 2019 4:29 am
by Jeremy150
DP
Changed the angle of the sun and got this.
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Re: Erode status/update

Posted: Wed Feb 20, 2019 8:34 am
by checkerz
What would it take to simulate dirt density?

We can simulate the initial dig that way, but there isn't really a way to make the top "fluff" that you dig through fast to stay fluffy and not packed and affect the physics less than the deeper and more dug in stuff.