burrito
It's an opinion, nothing more, nothing less.
@kunos
TMV10 is a nice step forward in terms of the new SAT code (Much better FFB in open wheel cars) and the tyre radius growth. However I have to report a small bug (I am not sure if it was intentional), the slightly abstract input method of a lookup table for dx and dy mu (grip) that looks like this;
DY_CURVE(0=2.25|1000=2.0597|2000=1.8775|3000=1.705|4000=1.5438... etc
DX_CURVE(0=2.23|1000=2.0283|2000=1.8415|3000=1.6702|4000=1.5147.... etc
that was originally added in 1.5 (I think), has stopped working. Changing the header version to 10 and hopping in-game creates a scenario where the tyres have zero mu for dx as seen here (the same happens for dy);
I am hoping this was not done on purpose so new effects could be added and that the lines of code can be re-instated reasonably easily as it provided a much higher degree of control of mu against tire load especially for cars with high downforce.
P.s sorry for curved VR screen capture
TMV10 is a nice step forward in terms of the new SAT code (Much better FFB in open wheel cars) and the tyre radius growth. However I have to report a small bug (I am not sure if it was intentional), the slightly abstract input method of a lookup table for dx and dy mu (grip) that looks like this;
DY_CURVE(0=2.25|1000=2.0597|2000=1.8775|3000=1.705|4000=1.5438... etc
DX_CURVE(0=2.23|1000=2.0283|2000=1.8415|3000=1.6702|4000=1.5147.... etc
that was originally added in 1.5 (I think), has stopped working. Changing the header version to 10 and hopping in-game creates a scenario where the tyres have zero mu for dx as seen here (the same happens for dy);
I am hoping this was not done on purpose so new effects could be added and that the lines of code can be re-instated reasonably easily as it provided a much higher degree of control of mu against tire load especially for cars with high downforce.
P.s sorry for curved VR screen capture