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RoyJ

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  1. santi

    hey do you finnaly know how to modify physics

    1. So I'm guessing then the actual performance/setup data, such as drag coefficient, gear ratio, torque curve, is hard coded into the game?
    2. Oh, if this is about on-line races (which again, I've never done), is it possible for someone here to permenantly disable my IP from on-line racing and then tell me how to edit the physics? Again, I'm not even looking to make the cars go hyper fast, just realistic. Some of the things I'm looking for, such as making the Z06 gearing more realistic, would actually slow the car down, but that's okay, it's the way they are in real life.
    3. Thanks for the reply guys. Just to clarify, I have ZERO intentions in on-line racing. I'm an engineer, so I have this natural tendency to simulate thing perfectly in the virtual world. The biggest problem is, in a high-hp car with electronic speed limiter, the vehicle would accelerate hard up to the speed limiter, and then bang into the limiter. M5s, SL65s, etc., all behave this way in real life. Where TDU messed up is that they treat a 155 mph speed limiter like a 155 aero limiter. So in the SL65, instead of accerating hard up to 154 mph and then suddenly stops like a rev-limiter kicked in, it just runs out of steam around 140 mph, and then crawls up to 155 mph. This is really annoying, and not realistic at all. In real life, if you have any sort of tuning packages on these cars, it would remove the limiter all together.
    4. Hi guys, please help out a nood here. I'm pretty annoyed by the physics of the game: some things, like transmission gear ratios, and especially, the modelling of the electronic speed limiter, are poor. I downloaded TDU modding tools, and opened up the TDU_CarPhysicsData.us, but every entry is just a bunch of numbers. How do I get any meaning out of these numbers? Also, does anyone know if we can change things like tire grip, coefficient of drag, gear ratios, etc.? Thanks for the help!
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