Jump to content
We promise no intrusive ads, Please help keep the community alive
Consider supporting us by disabling your ad blocker / add to whitelist / purchasing VIP.

mcv100

Members
  • Posts

    30
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by mcv100

  1. AFAIC this isn't needed, it was even helpful when I had to rearrange the curve and to prevent some points of getting out of place. With the coordinate system it is even easier.

     

    Oh yeah, that is true, now I think about it. I thought it was inconvenient if you cannot cross points, but it might actually be more confusing if you could cross them!

     

    What kind of bugs should we be expecting?

     

    I honestly don't know (if I did know, I would have fixed them haha :lol:). No large bugs at least, I think, maybe a small bug when someone tries to do something I haven't tested yet.

  2. Finally I had some spare time this weekend :happyroll:, so I added the option to exactly specify the coordinates of a data point! The new version can be found here. The best way to make a curve is to just create and drag points in a rough curve and then use the edit boxes to fine-tune the points.

     

    It might sound simple to add this option, but due to some limitations in the libraries I use to do the plotting, I had to rewrite some stuff to allow for the selection of a point. Therefore, some bugs may have passed into the final build. So if you guys find any bugs, please let me know! Crossing of points is still not allowed, since changing the order of points is quite hard for me to handle correctly.

    Any other suggestions to improve the editor are always welcome!

  3. Unfortunately yes, the power curve does not have an effect on the game. In fact, that is why I linked the power and torque graph together, so that when you adjust the power graph, the results indirectly (via the formula) go into the .btrq files. And yes, I agree, maybe I should make that more clear. But I don't think removing the option to edit the power curve is a good idea, since sometimes reallife data from a car is only in the form of a power curve. And then, with the formula, the power curve is approximated by means of a torque curve.

     

    Do you guys have an idea how I should handle this in the interface?

  4. You are right, the formula does not hold exactly, but still very close. The thing is, the .btrq files really only hold torque values, so TDU will definitely only use torque to simulate a car's behavior. So perfecting the torque graph is the only thing you can do. The power mode in the editor is just another view of the data. I would like TDU to have had seperate files for torque and power data, but unfortunately, only torque is used by the game.

     

    Those screenshots of my editor indeed don't look right, I'll see what I can do. I hope I'll have time to do the coordinate mode and fixing your problem this weekend.

  5. Just realized I hadn't introduced myself yet, even though I have been reading and posting for a little while now. This seems like an awesome community with great people!

     

    Anyways, I'm mcv from the Netherlands. See ya around! :)

×
×
  • Create New...