I checked the mod code and it doesn’t call wheel:setFrictionThermalSensitivity() (or any similar wheel friction API). My mod edits the tire/groundmodel friction behavior, while this mod mainly edits the wheel’s beam structure (stiffness/damping/deformation). So there’s no direct parameter overwrite between the two, and they should be compatible. I don’t have access to the TTB tire pack, so I can’t say for sure. My assumption is that there’s no direct conflict between the mods. However, if the tire frictionCoef values are set too high, it's possible you can flip the car in corners even without GGT. With GGT, since peak grip is reached more easily, this effect would be amplified and could indeed lead to the car flipping in turns
I’m currently testing adjustments to cases where the friction coefficient is too high in certain mods, as it can cause the car flipping. For now, I’m just experimenting and evaluating results.
Does the mod have control over the tyre's lateral grip independent to the longitudinal grip (and vice versa), and does it have the capability to calculate the lateral grip depending on the amount of slip ratio (longitudinal slip, wheel spinning for example) on the tyre? If so, I'm curious what the parameters are for tuning the tyres to be more forgiving, for instance like having the tyre initially maintain lateral grip slightly when it starts to wheelspin for a more progressive behaviour.
The mod only changes the tire friction, but it does so through more than 50 parameters that depend on everything you mentioned, whereas it only modifies a single value.
New version released : GGT v1.12 update Added sidewall-based lateral anchoring for off-road tires on loose surfaces. At high slip angles, the tire now gains mechanical lateral support from terrain interaction, making off-road slides more progressive, stable, and controllable without increasing peak grip.
Could I make a suggestion to allow the tyre to retain more of its lateral grip whenever it starts to wheelspin more, as mentioned in my previous comment if possible? Really appreciating the tyres, though I personally feel that Beam's current tyre characteristics can be a bit too snappy or unforgiving when accelerating over the limit out of corners on a RWD car, especially on sport tyres at the moment.
can you explain how the mod "fixes" or improves upon the default tire model? i looked at the code but its kind of hard to understand,maybe ill study it. the bigger question is does this mod actually objectively improve realism and make it behave more like a pacejka/emprical tire model (or just in general an actual tire)? maybe a user defined preset with ideal values can be set for each size and type of tyre and such.. in my testing the tires do feel better but maybe it still feels a little odd and ice/floaty like, especially at/before the limit, or maybe im stupid. with the grand marshal, before the grip limit, everything feels normal and almost like the normal tire model, but then at the grip limit things change. first, spinning right off a burnout (just slamming the gas) is harder, and in some situations, it feels somewhat floaty in a way (in a bad way) and not very direct feeling, vague, going beyond and being at the limit, it seems things are too smoothed in a way, some big slides are unrealistically somehow able to be recovered, and overall behaviors can vary to good to bad feeling. but maybe this is some placebo and all mumbojumbo and youre doing good at improving the tyre physics.. also since the latest update there seems to be some weird physics throttling effect that slows everything down, and makes the game genuinely unplayable at times. anyway some problems i assume cannot be fixed at all due the the actual physical node tire model which isnt quite accurate but it does work well. kind of offtopic but might be in interest, load sensitivity on tires (when constructed with noLoadCoef loadSensitivitySlope and fullLoadCoef) the transition is linear. this might be correct behaviors because load sens in empirical models simulate contact patch deformation or something and in beamng that is already done physically, i dont know, i guess. this mightt be out of scope of the mod so you dont have to fix this really, but maybe you can experiment. anyways, thank you for making this mod
I'm confused as to if you're supposed to use the tire wear mod provided from this forum or from the repo, I checked the mod_info of the one provided here and it's still 0.20 not 0.20.1 as mentioned.
I did not modified mod_info in Luuk/mapple mod, the zip file below is the 0.20.1 with a needed fix by Unshown
I'm not a good driver so I am not qualified to rate or comment on how it affects the behavior of the car. I have been doing 1 car on 1 small track daily for about 1,500+ laps the last few months: I definitely think the force feedback feels better with this mod enabled even though my car no longer does several things it used to do quite consistently. I don't think the mod makes me slower. I just need to find different lines and rely on braking more than I was previously. I used to use sliding to slow down a lot but now the car doesn't slide as far sometimes or it doesn't rotate as much while sliding.