I had hoped that with the new race update that the lack of tire traction would have been fixed but no... I still slide around like I'm driving on ice... So how would I go about fixing this myself?
It was a MAJOR improvement, but yes it's not fully fixed. They will always continue to work on the tire model. There's no real way to fix it yourself.
From the tech demo to now it feels A LOT better. Now you do get that bit of ice driving but I only really notice it while on the grid type levels that don't have any surface other than that grid. That surface is a lot like ice in the game so you don't really have the grip. On tarmac however the grip feels like it is there properly.
I like to bump up the friction values on the car's tires. Doing this makes the Covet actually handle like a FF type car (power understeer, mechanical oversteer), the D15 handles bouncy but firmly, the Grand Marshall handles like a couch (not a couch on ice) all the while maintaining 0-60 times and realistic braking.
It's the same groundmodel on asphalt roads and the grid surfaces. I think part of the handling complaints is in people's perception of the maps. The grid maps are not even meant to be realistic, and most roads on both official and addon maps are also quite unrealistic, so it's not easy to judge how fast you should be going or how fast you're actually going. Of course the tire model can still be improved, but a lot can be done with the current model. I spent hours today tuning the tires and suspension of a '50s sports car with crossply tires. It was practically undriveable at first, now it's still tricky but fun to drive.
The traction/slip angle curve still feels a little wack, for example after a slide a car continues to crab a little or slowly transition to slide the opposite direction instead of gripping up and straightening out, or tossing the car violently the opposite way. Real tires have a sort of hysterisis where once you break out, you have to reduce the lateral longitudinal slip quite a bit, but then it snaps back in. The weakness of this effect in the game I think this is the floatyness that people describe. I think the tire model works quite well for dirt where that hysterisis is less pronounced. I know qualitatively from experience as a drifter who has been driving track days once a month for the past 3 years in various cars, the transition from grip to sliding is rather more violent, even with crappy 20 year old rubber. During a "drift", the driving, spinning tires still make a sort of forward thrust based on the relative wheelspeed, which I think is a very thermal effect. This allows control of the attitude of the car when sliding and allows more acceleration in the turn than typical tire books will mention. Not much research has gone into how the tire mechanics work in drifting because its not what makes a car fast, but for a game like this where people are going to slide around a lot, I think its worth considering. With that mouthful I have to say I am still very impressed with what has been accomplished so far.
Would not have guessed that, to me it certainly doesn't feel that way. I feel much less grip on the grid maps than Dry Rock Island. Must just be in my head.
Yeah, the traction needs to be much higher. Also the cars should have more mass. Now even the smallest pump on the road will make car jumping around. More mass combined with higher friction will make cars behave more realistic when driving on the road or rolling down the hill.
The cars weights are usually right on, thats the official cars, gabester puts a lot of time in researching. For unofficial mods, they should be close to accurate, maybe not perfect.
Search ''moose test'' on youtube. Then try to do that in BeamNG. The cars feel like driving on ice if you compare it to the real cars in the videos.
problem is actually that the bumps in the road are much larger than they should be, masses are pretty accurate (and confirmable on one of the debug apps)
We've actually reduced the surface friction values in the update. For example asphalt's sliding friction went from 0.8 (new asphalt) to 0.6 (traveled asphalt). You can find a survey of these values here: http://www.mfes.com/friction.html The configuration file where you can experiment with the groundmodel parameters is "lua\groundmodel.lua" . If you find better references for these parameters, we are open to change the default values to your proposal . Please note that in real life, normal vehicle tires [*] cannot go over 1G in turns. So when you are experimenting with these values use the G-meter to see how far away you are from reality . [*] Downforce can affect that. Also dragster tires can go over 1G.
I'll chime in here and say I too have found myself wanting to adjust tire friction values for more grip. With the pre-race update came transmission and gearing changes that make cars push and slide way too much. Work in progress for sure.
Thanks for the reply! I tested changing g.slidingFrictionCoefficient to 0.9 and it felt much better. I didn't use the G-meter though but compared to how cars handle in real life, it felt much more realistic. Also noticed that when turning it seems that car rotates around it's vertical center axis rather than rear wheels following the front. Especially in high speeds. I don't know if it's because of the camera (angle) or something else, but that's how it looks like. EDIT: After couple of test runs, I found these values that I liked most: Asphalt g.staticFrictionCoefficient = 1.1 g.slidingFrictionCoefficient = 0.8 Gravel g.staticFrictionCoefficient = 0.93 g.slidingFrictionCoefficient = 0.66 Rock g.staticFrictionCoefficient = 1.1 g.slidingFrictionCoefficient = 0.9 Metal g.staticFrictionCoefficient = 0.8 g.slidingFrictionCoefficient = 0.6 Grass g.staticFrictionCoefficient = 0.85 g.slidingFrictionCoefficient = 0.5 Sand g.staticFrictionCoefficient = 0.75 g.slidingFrictionCoefficient = 1.20
With sliding friction that high your brake distance with locked up wheels will be shorter than optimal threshold/ABS braking, so those values are not realistic at all. There's a reason we reduced sliding coefficient so much. The problem is that the tires go into dynamic friction too easily, which we are still working on. In static cornering, they pull just as much Gs as a real car, if not more (try the G-meter app).
Lol, good effort. So how exactly did you calibrate your feelings, and did you recheck the calibration of your feelings after performing the measurement of how realistic it was?
That might be the case but I rather have unrealistic braking distances than unrealistic traction which can't keep me on the road. Could the problem be in weight transfer and how it affects the amount of grip? E.g. when cornering weight moves towards the outer side increasing the traction on tires. And speaking of weight transfer: I can't access my home computer at the moment but if I remember correctly the weight doesn't transfer (or it's very negligible) to front or rear when braking or accelerating. This is the case even with the soft suspension cars. Or is this because the tires doesn't have enough traction at the moment? This can be seen clearly on this video at 38s: http://youtu.be/8MmIqM9aygs?t=32s The rear of the car moves sideways to opposite direction than the front wheels are pointing when turning which isn't realistic and is a one reason to bad handling. It doesn't act like a real car would it the same situation. Not saying you're doing something completely wrong but just trying to understand how the game engine works at the moment. Didn't actually do any calibration, just compared the behavior to what I have experienced on a race track with my own car. But as gabester said it's a problem with entering dynamic friction too easily rather than friction values itself.