Ground Friction and Resistance Index

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mace-x
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Re: Ground Friction and Resistance Index

Postby mace-x » Wed Jun 30, 2010 6:20 am

mxer323 wrote:----All around tacky dirt--------


friction 0.7 1.5
friction 1.2 3.0
friction 1.2 4.0
roll_resist 10 20 0
roll_resist 20 30 20

used on lastest tracks released, Glen helen, MissionValley and Sorento, After lots of testing the whole xfire crew pretty much agrees this is the standard for "perfect " dirt. it holds you up enough to corner aggressively, while letting it slide and wash out. Hope it helps some people to help create great tracks as we are.


used on sorento and mission?
doubt it.
tryed it and it´s good, i like it, but there´s a major problem that will let it out of my choices, in 3rd or 4th gear, trottle wide open, it looses a lot of traction : /
of course that causes case jumps, landing short and is not something that i can take in my track since it´s based on the precise wide open jump, so this loss of traction causes an unflowy circuit.
nice one tho :)
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Re: Ground Friction and Resistance Index

Postby Wings » Wed Jun 30, 2010 9:15 am

ive got a problem my tracks all white and bike wont go anywere. When i remove the tileinfo from the folder its fine. Im using notepad ++ and i just copy my numbers into there (light loam/sand) and put 1 space after it and i then save as a 'all types' and name it tileinfo and then move it to my track folder i got into game and my tracks white and my bike wont movve.

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Re: Ground Friction and Resistance Index

Postby Wings » Wed Jun 30, 2010 1:42 pm

dont worry i got it fixed now. except one thing the terrain is white except for where the little bit of decal is but the traction works good. :)

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Re: Ground Friction and Resistance Index

Postby JB323 » Wed Jun 30, 2010 9:29 pm

mace-x wrote:
mxer323 wrote:----All around tacky dirt--------


friction 0.7 1.5
friction 1.2 3.0
friction 1.2 4.0
roll_resist 10 20 0
roll_resist 20 30 20

used on lastest tracks released, Glen helen, MissionValley and Sorento, After lots of testing the whole xfire crew pretty much agrees this is the standard for "perfect " dirt. it holds you up enough to corner aggressively, while letting it slide and wash out. Hope it helps some people to help create great tracks as we are.


used on sorento and mission?
doubt it.
tryed it and it´s good, i like it, but there´s a major problem that will let it out of my choices, in 3rd or 4th gear, trottle wide open, it looses a lot of traction


Ive been playing with settings and stuff, still has that feel of good traction but, you wont loop out dropping the clutch or having a high rider mass. Just passing it along for anyone wanting to basic stuff to try.


-------------updated----------

friction 0.5 .7
friction 0.8 1.0
friction 1.0 1.5
friction 1.3 1.9
friction 1.7 2.3
roll_resist 10 20 0
roll_resist 20 20 20
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Re: Ground Friction and Resistance Index

Postby mace-x » Sat Jul 10, 2010 5:50 am

does anyone have a supermotard ground?
that allows some slip at high speed brakes.
thanks :)
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Re: Ground Friction and Resistance Index

Postby Shadow » Mon Aug 02, 2010 9:17 pm

Here's the friction settings I used in Field of dreams

Dirt:

friction 1.04 1.0
friction 1.20 32.0
friction 1.30 64.0
roll_resist 20 35 10.0

Sand:

friction 0.65 0
friction 0.75 5.0
friction 1.0 7.0
friction 1.21 15.0
roll_resist 30 50 0
roll_resist 58 85 30

Mud:

friction 0.765 4.0
friction 0.89 8.0
friction 1.05 16.0
roll_resist 15.0 20.0 25.0
roll_resist 25.0 75.0 50.0
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Mr.Two
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Re: Ground Friction and Resistance Index

Postby Mr.Two » Mon Aug 09, 2010 2:38 am

Anyone have something that will work for a high desert? Pretty hard pack
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Re: Ground Friction and Resistance Index

Postby Shadow » Tue Oct 26, 2010 10:19 pm

Alright, anyone who's had the chance to ride Blackhawk Hollow have probably noticed that the bike handles a fair bit differently than in any other track out there.
I came upon this nifty little thing when I was playing around with the traction settings and thought, "Hey, what would happen if I set the uncompressed wheel's rolling resistance to be higher than compressed wheel's?" and the result was what you can see on that track. The front wheel tracks the terrain much better now and makes riding mistakes to be much more forgiving, instead of taking a dirt sample at the first sign of bike swap or missing a rut, you can actually save it.

Seriously, the only thing you need to do in the traction settings is to increase the uncompressed wheel rolling resistance to be higher than compressed wheel's. It doesn't need to be much, as long as it's more. Blackhawk Hollow has 0.5 more but I tested values just 0.00000000000000000000000001 more and the front wheel still continued to track the terrain. Even too well at times.

There's a few things about adjusting traction that changes with this. First is that the bike now resists moving forward so you won't need that much rolling resistance than before. Values like 8-16 are pretty good for a dry sorta hard track. Second thing is that because of the front wheel tracking so well, you can lower the traction a lot before a track becomes unrideable. I mean, way below values that would've caused one to throw their controller into a wall from constant front end washing before.

There's one drawback though, and that is that the rolling resistance effects both rear and front tires, and makes the rear tire almost unable to slide out under acceleration even when pinned. This would work ideally when we'd have separate rolling resistances for front and rear tires so we could have a front tire that tracks well and a rear tire that would actually slide out under too much acceleration. Perhaps jlv could implement this easily, I don't know. What do know is that it makes high detailed dispmap tracks like Sorketorp and Field of Dreams to ride pretty freaking great.
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DJ99X
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Re: Ground Friction and Resistance Index

Postby DJ99X » Tue Oct 26, 2010 10:24 pm

Mind posting a new tileinfo for field of dreams? Wouldnt mind testing it out

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Re: Ground Friction and Resistance Index

Postby Garasaki » Tue Oct 26, 2010 10:33 pm

Post your one for sorktheoatheotyaioasdORP or whatever it's called too!!!
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Re: Ground Friction and Resistance Index

Postby Shadow » Tue Oct 26, 2010 11:03 pm

Fair enough.

Field of Dreams

Code: Select all

friction 0.94 1.0
friction 1.10 32.0
friction 1.30 64.0
roll_resist 24.5 24 10.0
roll_resist 25 40 65.0
texture @dirt.ppm
roost texture=@roost.png count=20 dig=1.0 slip_threshold=1.1 slow_speed=0.0 fast_speed=64.0 slow_angle=1.07 fast_angle=0.196 size=0.25 grow=4.0 drag=1.5 vscale=1.0 randomize=15.0 r=252 g=228 b=202 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
roost texture=@field_dreams/sandddd.png count=2 dig=1.2 slip_threshold=0.9 slow_speed=0.0 fast_speed=64.0 slow_angle=1.20 fast_angle=1.20 size=0.25 grow=4.5 drag=50.5 vscale=4.2 randomize=2.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-7
addtile

friction 0.95 0
friction 0.65 5.0
friction 1.0 10.0
friction 1.11 15.0
roll_resist 50.5 50 0
roll_resist 58 85 30
texture @newtiletest/sand.ppm
roost texture=@loam_dryscatter16x16.png count=1 dig=1.2 slip_threshold=0.9 slow_speed=0.0 fast_speed=64.0 slow_angle=1.20 fast_angle=1.00 size=0.75 grow=9.0 drag=50.5 vscale=4.2 randomize=2.0 r=255 g=255 b=255 a=15 fade_r=0 fade_g=0 fade_b=0 fade_a=-3
roost texture=@field_dreams/dirt4.png count=8 dig=1.0 slip_threshold=2.0 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=1.0 grow=3.5 drag=2.0 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=1024
roost texture=@field_dreams/dirt2.png count=8 dig=1.0 slip_threshold=4.0 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=1.0 grow=3.5 drag=2.0 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=1024
roost texture=@field_dreams/dirt3.png count=8 dig=1.0 slip_threshold=4.0 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=1.0 grow=3.5 drag=2.0 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=1024
addtile

friction 0.765  4.0
friction 0.89   8.0
friction 1.05   16.0
roll_resist 20.5 20.0 25.0
roll_resist 25.0 75.0 50.0
texture @newtiletest/mud.ppm
roost texture=@newtiletest/splash.png slip_threshold=1.2 slow_angle=1.17 fast_angle=0.196 grow=2.0 drag=1.0 size=0.5 r=45 g=25 b=16 fade_a=0
roost texture=@roost.png count=9 dig=1.0 slip_threshold=1.2 slow_speed=0.0 fast_speed=64.0 slow_angle=1.17 fast_angle=0.196 size=0.25 grow=4.0 drag=0.7 vscale=1.0 randomize=15.0 r=67 g=51 b=37 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
addtile

friction 1.0 1.0
roll_resist 5.0 25.0 10.0
roll_resist 5.0 50.0 50.0
texture @grass.ppm
roost texture=@roost.png count=6 size=1.0
roost texture=@grassthin16x16.png count=4 size=1.0
addtile

friction 0.325  4.0
friction 0.55   8.0
friction 1.0   16.0
roll_resist  5.0  15.0 10.0
roll_resist  5.0  15.0 25.0
roll_resist 50.0 150.0 50.0
texture @muddywater.ppm
roost texture=@newtiletest/splash.png drag=0 size=0.5 a=192
roost texture=@newtiletest/splash.png dig=0 a=192 fade_a=-128 drag=1 vscale=.5 size=.5 grow=5 count=10 randomize=10 splash=1
addtile



Sorketorp Wet

Code: Select all

friction 1.0 5
friction 0.85 10
friction 0.775 30
friction 0.7 50
roll_resist 10.0 8.0 10.0
roll_resist 20.0 30.0 30.0
texture @dirt.ppm
roost texture=@sorketorp.motocross.1.wet/roostfiles/splash.png grow=2.0 dig=1.0 slip_threshold=0.3 drag=0 size=1.0 r=51 g=43 b=36 fade_a=0
addtile

friction 0.5 1.0
roll_resist 25.0 20.0 30.0
roll_resist 20.0 50.0 50.0
texture @grass.ppm
roost texture=@sorketorp.motocross.1.wet/roostfiles/hha.grass.dry.png count=4 dig=0 size=0.75 grow=1
roost texture=@sorketorp.motocross.1.wet/roostfiles/hha.roost.dry.dark.png count=10 dig=0 slip_threshold=3.0 size=0.25 grow=1 drag=1 vscale=1 r=159 g=153 b=144 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
addtile

friction 1.0 3.0
friction 1.0 15.0
friction 1.5 30.0
roll_resist 15.0 5.0 10.0
texture @sorketorp.motocross.1.wet/tiles/gravel.hardpack.ppm
roost texture=@roost.png count=10 dig=1.0 slip_threshold=4.0 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=0.25 grow=4.0 drag=0.5 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
addtile

friction 0.7 3.0
friction 0.7 6.0
friction 1.0 16.0
roll_resist 20.0 15.0 25.0
texture @sorketorp.motocross.1.wet/tiles/gravel.loose.ppm
roost texture=@roost.png count=10 dig=1.0 slip_threshold=4.0 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=0.25 grow=4.0 drag=0.5 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
addtile

friction 1.0 4.0
roll_resist 20.0 15.0 4.0
roll_resist 20.0 20.0 5.0
texture @sorketorp.motocross.1.wet/tiles/forest.ground.ppm
roost texture=@sorketorp.motocross.1.wet/roostfiles/splash.png dig=0 grow=2.0 drag=0 size=1.0 r=45 g=25 b=16 fade_a=0
addtile

friction 1.125 5
friction 0.925 10
friction 0.8 30
roll_resist 10.0 8.0 10.0
roll_resist 20.0 30.0 30.0
texture @sorketorp.motocross.1.wet/tiles/endurotrack.ppm
roost texture=@roost.png count=10 dig=1.0 slip_threshold=0.3 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=0.25 grow=4.0 drag=0.5 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
addtile

friction 1.2 5.0
friction 0.95 15.0
friction 0.7 30.0
roll_resist 15.0 5.0 10.0
texture @sorketorp.motocross.1.wet/tiles/rock.ppm
roost texture=@roost.png count=10 dig=0 slip_threshold=4.0 slow_speed=0.0 fast_speed=64.0 slow_angle=1.57 fast_angle=0.196 size=0.25 grow=4.0 drag=0.5 vscale=1.0 randomize=15.0 r=255 g=255 b=255 a=255 fade_r=0 fade_g=0 fade_b=0 fade_a=-256
addtile

friction 1.0 5
friction 0.85 10
friction 0.775 30
friction 0.7 50
roll_resist 10.0 8.0 10.0
roll_resist 20.0 30.0 30.0
texture @sorketorp.motocross.1.wet/tiles/mud.ppm
roost texture=@sorketorp.motocross.1.wet/roostfiles/splash.png slip_threshold=0.1 drag=0 size=0.5 r=101 g=93 b=86 a=192
roost texture=@sorketorp.motocross.1.wet/roostfiles/splash.png slip_threshold=1.0 dig=0 r=101 g=93 b=86 a=192 fade_a=-128 drag=1 vscale=.5 size=.5 grow=5 count=10 randomize=10 splash=1
addtile


The Field of dreams settings are not optimal since I never took enough time tweaking them. I was too busy riding the tweaked sorketorp and letting my mind be blown.
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Re: Ground Friction and Resistance Index

Postby jlv » Tue Oct 26, 2010 11:24 pm

This seems backwards to me. Why would the rolling resistance go down as the tire is compressed?
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Shadow
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Re: Ground Friction and Resistance Index

Postby Shadow » Tue Oct 26, 2010 11:35 pm

Because I wasn't giving a damn about conventional wisdom or real life physics but instead tried to produce a desired effect through available means. And I did. :mrgreen:
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Re: Ground Friction and Resistance Index

Postby ddmx » Wed Oct 27, 2010 2:55 am

I'll admit true genius when I see it...

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Re: Ground Friction and Resistance Index

Postby Shadow » Wed Oct 27, 2010 9:43 am

Haha, thanks!

Jlv, my thinking was along the lines of "could the settings be made to simulate the front wheel digging into the dirt and resisting acceleration like it happens in real life". I'm guessing this could be made also with the separate rear and front wheel rolling resistances adjusted so that the front wheel has more rolling resistance than the rear and both have less uncompressed resistance than compressed. Could be something worth looking into I think.
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