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 Thanks and a question.

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JackH79
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JackH79


Number of posts : 11
Registration date : 2010-10-16

Thanks and a question. Empty
PostSubject: Thanks and a question.   Thanks and a question. EmptySun 17 Oct - 7:45

After having been blown away by your Porsche Carrera Mod, I gave the EnduRacers a shot as well. And, holy carburettor, what a treat it is. Absolutely superb mod. :jap: Not only outstanding physics, but also perfect 3d-models, excellent liveries, and sublime sound. Thanks a billion for this. I'll be racing this for some time to come.

I do have one question though. It regards the very low speed spins. What happens is that when i spin out (which happens less and less, thanks to obsessive driving :help: ) the car reacts very predictable until it hits a point around the 20-35 km/h mark where the car actually should slow down spinning and eventually stop due to grip levels at low speed increasing dramatically, but where the car keeps on spinning. The other day I spun over 180 degrees, doing about 20 km/h indicated speed (and no, I didn't have my foot on the accelerator). This seems improbable in a street car and nigh to impossible in a racer with fat slick tyres.
Please do not take this as criticism or a complaint. I realise, of course, that it's tricky to get it right when the low speed physics engine kicks in. I was just wondering whether it's possible to tweak that behaviour and if so where, or is that an automated process that is handled by the physics engine automatically?

Thanks
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MaD_King
EnduRacers beta test
MaD_King


Number of posts : 3119
Age : 50
Localisation : Toulouse (31) FRANCE
Registration date : 2006-09-27

Thanks and a question. Empty
PostSubject: Re: Thanks and a question.   Thanks and a question. EmptySun 17 Oct - 9:21

JackH79 wrote:

I do have one question though. It regards the very low speed spins. What happens is that when i spin out (which happens less and less, thanks to obsessive driving :help: ) the car reacts very predictable until it hits a point around the 20-35 km/h mark where the car actually should slow down spinning and eventually stop due to grip levels at low speed increasing dramatically, but where the car keeps on spinning. The other day I spun over 180 degrees, doing about 20 km/h indicated speed (and no, I didn't have my foot on the accelerator). This seems improbable in a street car and nigh to impossible in a racer with fat slick tyres.
Please do not take this as criticism or a complaint. I realise, of course, that it's tricky to get it right when the low speed physics engine kicks in. I was just wondering whether it's possible to tweak that behaviour and if so where, or is that an automated process that is handled by the physics engine automatically?

Thanks
Just an answer, wait the SP1 release and I think it will a bit better on this. But it's known the rFactor engine have some limitation on this point, and it's hard to erase it in physics definitively.
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JackH79
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JackH79


Number of posts : 11
Registration date : 2010-10-16

Thanks and a question. Empty
PostSubject: Re: Thanks and a question.   Thanks and a question. EmptyMon 18 Oct - 3:41

Thanks mate. I'll be patient then. Thought it was a problem with rfactor.

Cheers
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PostSubject: Re: Thanks and a question.   Thanks and a question. Empty

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