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Car Dynamics Defined Here!


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#1 ZPaul2Fresh8

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Posted 23 September 2005 - 05:50 AM

Ok, I'm been seeing some requests for help on editing a car's dynamics, so I'm going to attempt to explain some of these for everyone. This will help some people and hopefully help me in turn since I don't understand ALL of them. I will only comment on the ones I know of, so here goes...

CODE

DYNAMICS]
verified = 0
//Unsure

MIScaleX = 2.850
//Size of Car X-Axis

MIScaleY = 4.800
//Size of Car Y-Axis

MIScaleZ = 1.950
//Size of Car Z-Axis

CofGOffsetX = 0.000
CofGOffsetY = 0.425
CofGRatioZ = 0.530
wheelInertia = 2.500

wheelMass = 11.000
//Weight of each wheel assembly in Kilograms. To convert from pounds to
//kilograms, just multiply by 2.2

gripScale = 1.500
//Overall grip of tires, but there are a ton of gripScale Values here,
//still unsure of each values EXACT impact

transverseGripScale = 1.170
forwardGripScale = 0.840
forwardGripScale2 = 0.780
backwardGripScale = 1.390
slidingGripScale = 1.800
surfaceRoughness = 0.000

frontGripScale = 1.000
//Front Tire Grip, could possible be known as Air Pressure.

rearGripScale = 1.000
//Rear Tire Grip, could possible be known as Air Pressure.

frontTransverseGripScale = 0.983
rearTransverseGripScale = 1.020
tyreSlip = 0.080
tyreSlipMinimumScale = 3.000
transverseTyreSlipScale = 0.880
frontTyreSlipScale = 1.000
rearTyreSlipScale = 0.880
loadTransfer = 1.000
loadDependence = 0.050
transverseLoadTransfer = 0.600

airFriction = 0.500
//Drag Coeffieciency

rollingFriction = 0.100
transverseAirFrictionScale = 0.500

downForce = 0.550
//Pretty self-explanatory. This value is for how much force is being applied
//against your car to the road. More resistance = better turning and better
//handling, but decreases Top Speed and some Acceleration.

downForceRatioZ = 0.000
//Unsure

constantDownForce = 0.380
//Overall, just what the name says, Constant.

antiSpin = 0.000
//The resistance of Spinning out.

antiFlip = 10000.000
//The resistance of Flipping your vehicle.

catSpring = 280.000
airFrictionTorque = 0.000

steerTimeMinimum = 0.300
//The lowest amount of time it takes to turn your wheels from left to
//right.

steerTimeMaximum = 0.400
//The maximum amount of time it takes to turn your wheels from left to
//right.

steerReturnTimeScale = 0.150
//How quickly your wheel returns to the "straight" position

steerLossScale1 = 5.000
//Unsure, Something with Front Wheels

steerLossScale2 = 15.000
//Unsure, Something with Rear Wheels

minimumSteerScale = 1.500
slidingSteerScale1 = 50.000
slidingSteerScale2 = 0.500
steerCorrection = 0.000
stabilityControl = 0.000

steeringLimit = 0.650
//How far you can turn your wheels

frontSpringConstant = 7.057
frontSpringDampingBump = 5.400
frontSpringDampingRelease = 10.800
rearSpringConstant = 6.012
rearSpringDampingBump = 4.600
rearSpringDampingRelease = 9.200
springProgression = 0.150

frontAntiRoll = 60.000
//Stiffness of your front Swaybar (ft lbs.)

rearAntiRoll = 70.000
//Stiffness of your rear Swaybar (ft lbs.)

maxSuspensionMovement = 0.080
//How far your front end of your car can travel

maxSuspensionMovement2 = 0.100
//How far the rear end of your car can travel

frontWheelBaseScale = 1.000
//The size of your cars wheel base from front wheel to back wheel.

rearToe = 0.100
//Alignment - Rear Toe

suspensionAngle = -0.500
//Alignment - Camber

brakeType = 65537
//Brake Type
//65537 = 4 Wheel ABS i think, they are more and I will update tomorrow...

frontBrakeForce = 1.000
//Strength of front brakes (1.000 = 100%)

rearBrakeForce = 1.500
//Strength of rear brakes (1.500 = 150%)

ABSBrakeBalance = 0.500
//Balance of braking between the front and rear brakes.

handbrakeForce = 0.862
//The force of your E-Brake. To convert to real world,
//(handbrakeForce *2200)

tractionControl = 0
//Just as it says, Traction Control
//0=No
//1=Yes

tractionControlReverse = 1
//Same as Above

tyreSlipModel = 0

driveBalance = 0.500
//Drive Balance between Left and Right Axles

rearDifferential = 0.063
//Rear Differential Lockup under Load %
//Rear world (rearDifferential*1000)

frontDifferential = 0.000
//Same as above for front wheel drive vehicles.

midDifferential = 0.000
//Same as above for All wheel drive vehicles.

engineBraking = 1.300
engineBrakingInternal = 2.000
//Unsure, cannot literally understand what the differences could be?

engineInertia = 0.200
//Efficiency of Engine

turboInertia = 1.000
//Efficiency of Turbo

turboFriction = 3.120
//Friction duh, I would assume less = more efficienient.

turboMaxRPM = 7000.00
turboOverdrive = 10.000

maxBoost = 15.000
//Maximum Boost (PSI)

boostRPM = 0.000
//Desired RPM for Maximum Boost

maxRevs = 7000.000
//Max RPM displayed on Tach

gearDownRatio = 0.810
//Unsure, maybe RPMS drop 81% after a gear was shifted
//(gearDownRatio*1000)

audioRevLimit = 7000.000
//Self explanatory

idleRevs = 900.000
//Engine Idle

startOffRevs = 1000.000
startOffRevs2 = 2000.000
tractionControlSlipScale = 1.000
tractionControlSlipScaleR = 9.000

torqueCurve0 = 0.770
//This Curve is a percentage of torque from the peakTorque value below.
//Value*100 = %
//Power from 0-999 RPM

torqueCurve1 = 0.830
//Power from 1000-1999 RPM

torqueCurve2 = 0.870
//Power from 2000-2999 RPM

torqueCurve3 = 0.890
//Power from 3000-3999 RPM

torqueCurve4 = 0.950
//Power from 4000-4999 RPM

torqueCurve5 = 1.000
//Power from 5000-5999 RPM

torqueCurve6 = 0.980
//Power from 6000-6999 RPM

torqueCurve7 = 0.940
//Power from 7000-7999 RPM

torqueCurve8 = 0.900
//Power from 8000-8999 RPM

torqueCurve9 = 0.800
//Power from 9000-9999 RPM

torqueCurve10 = 0.680
//Power from 10000-10999 RPM

clutchDelay = 0.100
//Delay between shifting gears (I assume in mS = clutchDelay*100)

wheelSpinSpeed = 20.000
suspensionScale = 0.510
collisionScale = 1.000
frontSlipScale = 0.450
rearSlipScale = 0.520

engineVibrationScale = 3.000
//Basically how much your controller vibrates :)

engineResonanceScale = 0.200
engineResonanceRPM = 4000.000
frontCornerDistance = 0.300
rearCornerDistance = 0.250

mass = 1150.000
//Weight of vehicle in Kilograms (Mulitply by 2.2 to convert to pounds)

driveType = 0
//Drivetrain Type
//0=RWD
//1=FWD
//2=AWD

turboCharged = 0
//Self Explanatory
//0=Naturally Aspirated
//1=Forced Induction

peakTorque = 800.00
//Engine Power

revLimit = 7000.000
//Rev Limit on your Tach

topGear = 6
//How many gears in your transmission

finalRatio = 3.110
//Final Gear Ratio
//High = Acceleration
//Low = Top Speed

gearRatios0 = 2.980
//Gear Ratio for Reverse

gearRatios1 = 0.000
//Gear Ratio for Neutral

gearRatios2 = 2.980
//Gear Ratio for 1st Gear

gearRatios3 = 1.990
//Gear Ratio for 2nd Gear

gearRatios4 = 1.500
//Gear Ratio for 3rd Gear

gearRatios5 = 1.200
//Gear Ratio for 4th Gear

gearRatios6 = 0.830
//Gear Ratio for 5th Gear

gearRatios7 = 0.560
//Gear Ratio for 6th Gear

TyreDiameter = 0.664
//Overall Diameter of your Tire
//Real world measurement (Value*40)


There you have it, that's all I could muster from my brain... it's late so I'm going to bed! Anyone feel free to correct any mistakes you see or just chime in and add a definition. I think I feel DOS4GW coming, I gotta go!

#2 DOS4GW

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Posted 26 September 2005 - 12:57 AM

Thank you so much ZPaul2Fresh8.

I've started on that list so many times but all the testing and rebooting over and over again is a whole days work.

I'll see if I can locate the old lists and fill in whatever's missing, although I should say that you covered all fields necessary for tweaking.

#3 pcrat

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Posted 01 December 2005 - 08:56 PM

Definatly!! thanks! i finally got it ripped to the HD, the stupid PGR 2 editor keeps telling me to READ THE README, so i will just edit it all manauly..

Thanks!! pop.gif

#4 pcrat

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Posted 01 December 2005 - 10:30 PM

[quote name='pcrat' date='Dec 1 2005, 09:03 PM' post='3082475']
the stupid PGR 2 editor keeps telling me to READ THE README, so i will just edit it all manauly..


ok my bad... had to change the path.ini, works great!


#5 Jer4251

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Posted 12 December 2005 - 09:27 AM

whats up Zpaul2fresh8 didnt expect to see another cz28 member here in the xbox modding scene. have you managed to get a 4th gen camaro into the game? thats what i'd like to do, make my car into the game. ground effects and all, just like my car, if its possible it would probably take a very long time. thats my goal, but i havent started it yet.




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