Thanks for finding these, it was to do with both the player & props not having brakes (at least in the traditional sense) and all of these issues should now be resolved on the main branch --- Post updated --- The mod on the main branch should now have this fixed Edit: The previous commit introduced a bug causing the ui to not appear, this is now fixed
Thanks Antonio I don't have a donation page but maybe it's worth setting up Edit: Here ig https://ko-fi.com/amplesamples I have set the minimum donation to as low as it goes (£1) so send as little or as much as you want
I have a far-fetched idea. I noticed the parameter you set to determine if a tire would start preheated based on the tread coefficient. (((-- v.data.wheels.padMaterial if treadCoef >= 0.77 then if isRaceBrake then))). Could a similar formula be used to separate different wear rates? For example, if the treadCoef is <=0.76, then the wear rate can be really low, like in version 0.17, and likewise, if it is the treadCoef is >=0.77, then the wear rate would be 0.42, like it is currently on the GH-main branch. I hope this idea resonates with you. The concept is that normal non-racing tires like standard tires, truck tires, Semi-Truck tires, and off-road tires could "wear" at a much slower rate without the need for creating a separate thermal profile for each tire type. This could take care of the "city driving" crowd without needing to "water down" any of the thermals for the hotlappers or racers.
I'd like to and it's something I've thought about, not sure right now on how it would work for singleplayer and multiplayer. Hey Antonio, not far fetched at all! It's something I'll add in to the wear update along with support for modded tyres which would like to set their own values for wear rate (and other things)
God I want this to work. I must be stupid or something. Wen I add the ui it goes as planneed, but when I get back to the regular screen its gone. I am doing something wrong arent I? --- Post updated --- This is all I get
Hmm, what's that app in the lower left part of your screenshot? I can't be certain that dynamic friction is the cause but it could be possible
Curios question: On GH, in the latest commit under the Main Branch, the "tempToGrip" table, does this apply only to Slicks/Race Tire or All Tires?
I've asked this in the original mod's thread but never got an answer. What tyre parameters does the mod take into consideration when calculating how much they heat up and etc? With original mod I've noticed tyres took too long to cool down, but with tyres that come with automation exported cars that problem seems to get multiplied: they overheat and wear out very fast and conserve that heat for very long (it still seems to be the issue with this Redux). Now, of course automation tyres aren't made like vanilla tyres and the mod wasn't optimised for them. But still, I would appreciate if someone can shed light on what influences each of those behaviours to maybe have an idea how to optimise the tyres for the tyre wear mod
Wel its easy enough to delete to see if its the issue. Its not a dynamic grip ap, its just a modifier if you choose to use it. But it makes sense that it could cause an issue.
I am enjoying the new wear calculation with the temp/traction table. I could do 34 laps on Hiroshi Raceway on sports tires. The performance was predictable over time, and I could adjust the braking and cornering to suit the tire condition.
As of right now - The weight on the tyre and the speed of the car (energy from deformation) - The applied brake torque and applied torque at the wheel - The G force generated during cornering - Wheel slipping and the friction coefficient with the ground - The temperatures of the neighboring zones (the core and skin will heat and cool each other, as well as the skin to itself) - The speed of the vehicle increases cooling of the skin and the core, as well as static cooling from still air (having more tread means more surface area and a little more static cooling) - The heat of the brake discs will heat the core and in turn the skin - A wider tyre & wheel also means slower heating and cooling I might be missing something but that list is near enough complete --- Post updated --- Have you had a chance to look at this? --- Post updated --- Hi Antonio I'm glad you're liking this, there are a few more niceties like this coming soon™
I think it would be good idea to include this as a FAQ on the mod page. Others might be curious about this and it shows all the hard work you and team have put in for realism.
This sounds like a good idea. I'll see when I can flush out that list, as I made it a while ago, and add it to the mod page