Ground Friction and Resistance Index

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karlwb
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Re: Ground Friction and Resistance Index

Post by karlwb »

dearnhardtfan7 wrote: JLV has shown that the bikes are actually overpowered by 5 hp
ok, consider the default setting for dirt as set originally by jlv at 1.0 friction and 20/50 rolling resistance, i believe these were the original default settings before tile info mapping was introduced and perhaps could be regarded as the optimum for modelling average dry dirt, and you'd expect heavier,wetter or looser soils to have more or less friction and greater rolling resistance.

the engine produces a given power output,as you raise friction and reduce rolling resistance of the ground surface,you're raising efficiency at the rear wheel, increasing the acceleration or power put down to the ground through the rear tyre.

looking at popular current settings of like 1.5 friction and 10/20 rolling resistance,you can see that offers a substantial increase in the power actually delivered from the rear wheel,meanwhile the front wheel gains a little grip from increased friction but loses more from the reduction in rolling resistance,these settings are often accompanied by a high slip rate to try and provide some looseness.

so effectively in game these settings are giving dirt the properties of something like wet tarmac.

thats why i conclude the consensus seems to be that the bikes are underpowered,because track makers are choosing more power over good terrain,and the latest improvement is to alter the laws of bike/ground physics to make wet tarmac more forgiving :shock: "genius" no surprise the front won't dig :wink:
dearnhardtfan7
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Re: Ground Friction and Resistance Index

Post by dearnhardtfan7 »

karlwb wrote: all who think the bikes are underpowered should lobby to get the engine power output raised to a more realistic level,thats a better solution IMO than to screw up the terrain modelling or bike physics!

Nobody is trying to use the tileinfo to make the bikes more powerful. Shadow was talking about trying to make the front end track better. Plus as I already said, the bikes are not underpowered.
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Farpofa
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Re: Ground Friction and Resistance Index

Post by Farpofa »

Hello, I search the parameters of original grass and dirt (when you start a blanck track).

Thanks :wink:

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Scotty226
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Re: Ground Friction and Resistance Index

Post by Scotty226 »

i put in

friction 0.4 0
friction 0.5 2.0
friction 1.0 3.0
friction 1.2 10.0
roll_resist 20 50 0
roll_resist 70 100 30

saved it as tileinfo (no .txt or whatever), put it in my track folder and went into the game and my whole track was black. any ideas why??
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yzmxer608
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Re: Ground Friction and Resistance Index

Post by yzmxer608 »

You need to add a texture to it and use the addtile as the last line: http://forum.mxsimulator.com/viewtopic.php?f=11&t=3166

friction 0.4 0
friction 0.5 2.0
friction 1.0 3.0
friction 1.2 10.0
roll_resist 20 50 0
roll_resist 70 100 30
texture sometexture.png
addtile

Should add some roost parameters too.
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Scotty226
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Re: Ground Friction and Resistance Index

Post by Scotty226 »

thanks heaps it worked :DDDDDD
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DJ99X
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Re: Ground Friction and Resistance Index

Post by DJ99X »

Fort Winton

friction 0.4 0
friction 0.5 2.0
friction 1.0 3.0
friction 1.2 10.0
roll_resist 20 50 0
roll_resist 70 100 30

Budds Creek 2011

friction 0.4 0
friction 0.7 0.1
friction 1.0 0.5
friction 1.15 15
roll_resist 20 50 0

Millville 2008

Light

friction 0.7 0
friction 0.8 2.0
friction 1.0 3.0
friction 1.2 7.0
roll_resist 10 20 0
roll_resist 20 20 20

Heavy

friction 0.6 0
friction 0.7 2.0
friction 1.0 3.0
friction 1.1 10.0
roll_resist 20 50 0
roll_resist 40 70 30
BuddyTheElf
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Re: Ground Friction and Resistance Index

Post by BuddyTheElf »

hhhmm now I feel like an idiot. Turns out i've been using the fort winton values all along :roll: haha it just feels different on my track for some reason. Thanks for posting them though.
dempamxr
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Re: Ground Friction and Resistance Index

Post by dempamxr »

DJ99X wrote:Fort Winton

friction 0.4 0
friction 0.5 2.0
friction 1.0 3.0
friction 1.2 10.0
roll_resist 20 50 0
roll_resist 70 100 30

Budds Creek 2011

friction 0.4 0
friction 0.7 0.1
friction 1.0 0.5
friction 1.15 15
roll_resist 20 50 0

Millville 2008

Light

friction 0.7 0
friction 0.8 2.0
friction 1.0 3.0
friction 1.2 7.0
roll_resist 10 20 0
roll_resist 20 20 20

Heavy

friction 0.6 0
friction 0.7 2.0
friction 1.0 3.0
friction 1.1 10.0
roll_resist 20 50 0
roll_resist 40 70 30
:D thanks
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pulse
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Re: Ground Friction and Resistance Index

Post by pulse »

what would be good for concrete?
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jlv
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Re: Ground Friction and Resistance Index

Post by jlv »

Give this a try.

friction 1.0 6.0
friction 0.8 8.0
roll_resist 5.0 15.0 10.0
texture @colors/gray.png
roost texture=@loam_dryscatter16x16.png slip_threshold=48.0 drag=16.0 count=1 size=1.0 grow=8.0 r=0 g=0 b=0 a=64 fade_a=-256
addtile
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mxsisboss
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Re: Ground Friction and Resistance Index

Post by mxsisboss »

Guys o have a problem i entered the values for light sand and i put all the parameters in and when i went in game it was all black and said unknown i identifier dirt.ppm ive done this before and this has never happened. So someone please help me.
cr500zd wrote:is there anyway that 500cc bikes will be put into the game?
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BuddyTheElf
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Re: Ground Friction and Resistance Index

Post by BuddyTheElf »

Have you got the dirt.ppm in your track folder? Try that.
mxsisboss
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Re: Ground Friction and Resistance Index

Post by mxsisboss »

? isnt dirt in the tile map?
cr500zd wrote:is there anyway that 500cc bikes will be put into the game?
jlv wrote:I'd say it will definitely happen at some point. Not any time soon though.
BuddyTheElf
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Re: Ground Friction and Resistance Index

Post by BuddyTheElf »

I dont know but I always put a dirt.ppm and sand.ppm etc file in my track folder. Just find someone elses track folder which they have left open and copy a dirt.ppm from there and put it in your track folder.
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