Outerra forum

User mods, screenshots & videos => Other => Topic started by: HiFlyer on March 18, 2015, 10:26:09 am

Title: Racing Challenge
Post by: HiFlyer on March 18, 2015, 10:26:09 am
Heres something to try.  ^-^

If you Have Acetones takleetna scenery and the BMW from Outerramods, http://www.outerramods.com/mods/bmw-3-series-coupe

You can go to this location: 4220 Cache Creek Trail, Alaska 99688, USA

And try some racing! Its almost like a natural dirt course and its a good reminder that Outerra is more than just Flight.

It might be interesting to add some road signs to mark the turns, or driving at night.  ;)

Outerras vehicle physics need some attention, but after that, there are some nice possibilities..........

https://www.youtube.com/watch?v=ySeCGjsGBkE&feature=youtube

Title: Re: Racing Challenge
Post by: Acetone on March 18, 2015, 05:21:02 pm
https://youtu.be/7cS337I2Q6I
Title: Re: Racing Challenge
Post by: HiFlyer on March 18, 2015, 06:42:18 pm
https://youtu.be/7cS337I2Q6I

Yup. I was thinking dirt course, but that works too. But as you can see, the vehicle physics are not exactly Grand Turismo. That being said , I really can't think of a reason it wouldn't be possible to get a bit of slide/drift and some better physics in there to attract racing fans and modders.........

And.... where is that?
Title: Re: Racing Challenge
Post by: M7 on March 24, 2015, 01:47:03 am
Yeah i think drifting is quite possible in outerra and i find that it can feel pretty realistic too. It's a nice challenge actually to find the right touch to stay in a drift. It's so easy to over turn.
https://www.youtube.com/watch?v=QnfKoPEkeLw&feature=youtu.be (https://www.youtube.com/watch?v=QnfKoPEkeLw&feature=youtu.be)
Title: Re: Racing Challenge
Post by: HiFlyer on March 24, 2015, 03:53:19 am
Yeah i think drifting is quite possible in outerra and i find that it can feel pretty realistic too. It's a nice challenge actually to find the right touch to stay in a drift. It's so easy to over turn.
https://www.youtube.com/watch?v=QnfKoPEkeLw&feature=youtu.be (https://www.youtube.com/watch?v=QnfKoPEkeLw&feature=youtu.be)

Well........

There is also the unfortunate tendency to bounce to the moon, or get lost beneath the scenery.......
Title: Re: Racing Challenge
Post by: M7 on March 24, 2015, 09:06:50 am
Well yeah, that's when you lose complete control but as long as the car stay on its 4 wheels, i find that the physics works quite well given that you can have only one level of friction between ground and wheel at a time.

So for drifting, i'm playing with these wheel setting for now.   

 slip: 0.6,
 slip_lateral_coef: 1.0,
Title: Re: Racing Challenge
Post by: M7 on March 24, 2015, 06:45:16 pm
I just tried that Alaskan trail with BMW, wow it's super fun! The bmw is a nice car but I had to edit its js cause it had  formula1 physics. I tried to get a more rally type of experience, a bit similar the monster truck and so far,  i find it works pretty well. It's a lot more slippery but then i can do some drifting and on a sneaky dirt road it's really cool.

 but now i cant get rid of a loud squeaky sound when the automatic transmission is shifting up. I attached the js, if someone knowlegeable could fix it , i would really appreciate  :D.
Title: Re: Racing Challenge
Post by: HiFlyer on March 24, 2015, 08:01:31 pm
I just tried that Alaskan trail with BMW, wow it's super fun! The bmw is a nice car but I had to edit its js cause it had  formula1 physics. I tried to get a more rally type of experience, a bit similar the monster truck and so far,  i find it works pretty well. It's a lot more slippery but then i can do some drifting and on a sneaky dirt road it's really cool.

 but now i cant get rid of a loud squeaky sound when the automatic transmission is shifting up. I attached the js, if someone knowlegeable could fix it , i would really appreciate  :D.

Coolness! Perhaps if enough interest can be gathered, more cars can get some love.
Title: Re: Racing Challenge
Post by: thx_nb on March 24, 2015, 09:43:34 pm
Too remove the 'squeaky' sound, remove or comment-out line 331:
Code: [Select]
this.snd.play(this.bov_src, this.bov_snd, false, false);
becomes
Code: [Select]
//this.snd.play(this.bov_src, this.bov_snd, false, false);

I've actually been fiddling with the BMW too (beautiful car), but mainly with the engine and transmission.
- Updated the torque figures to the actual specifications and set red line to 7000 RPM. The top speed per gear now also matches the rated speeds per gear in reality. Because of the perfect grip this one's 0-100 is a bit quicker than the real one though.
- Played with the neutral RPM, so the car's at 600 RPM in neutral (not perfect, but looks better than 0 in dashboard view :) )
- Increased pitch of deceleration sound so it matches the acceleration sound (current RPM) better, also switched out the idle sound, because I think the sound is too 'light'.

I have played with slip values too, but don't think it's possible to get it very realistic for all speeds. Because of that I prefer the better grip for now.
See attachment for the adapted script. Maybe you guys can try it and comment.

I'm thinking about adding a manual, or at least a normal shifting setup (the current one (redlining every gear) should then be the kickdown setup :) )

BTW, I noticed that the car seems to pivot more to the center of the car, where it should be at the rear-axle AFAIK. It looks just a little bit strange when turning. Is this fixable without changing the model? Or is this my imagination?
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 12:17:35 am
ok i used thx js. I edited a couple of thing and i drove a bit, everything was fine. Then i respawned elsewhere and now i got this message, like there's an error on line 307 and the car wont shift in 1rst gear and the engine just die :'(

(http://i.imgur.com/3OzJCBo.jpg)
Title: Re: Racing Challenge
Post by: josem75 on March 25, 2015, 04:19:55 am
ok i used thx js. I edited a couple of thing and i drove a bit, everything was fine. Then i respawned elsewhere and now i got this message, like there's an error on line 307 and the car wont shift in 1rst gear and the engine just die :'(


I always have this problem respawning this car, i need to reset game, and now i dont know if i have same problem with other cars too.

This topic is just what i was wanting to see in outerra. Talking about cars and cars settings. So we can refine them telling our experience. We can use this Bmw for the purpose.

Drive bmw with your settings makes a lot of fun! My opinion is, the drift is so cool, just for asfalt, maybe too exagerated, a bit less would be perfect.
When you are driving it fast, turning right or left is smooth (some settings are too sensible, so if u move a little bit the joystick the car is in the field). But when you want turn while braking, its imposible. Also its very dificult turning even when speed is relatively low too, so improving this, your settings would be great.
Also the power in certain moments it seems is not enough, if the car is outside of the road and you want come back from a ramp.

The settings from thx_nb are also great.  Those dont have the problem when turning the car while brake. THose settings i would just quit a bit sensibility for turn, and add some abiity for drift when u are acelerating deep. So a mix between M7 and thx_nb would be great.
Title: Re: Racing Challenge
Post by: josem75 on March 25, 2015, 04:23:57 am
note: Two things cars need mandatory:

1 - we need a configurable reset car button, so we can put it in the joystick. We cant avoid the bounce problem, but at least would be necesary we can push a button fast directly from joystick. Coz if u need to push the keys in your keyboard while using joystick u loose a lot of time and you can reach the sky.. So after bouncing is very dificult to find the road and make drive imposible.
 
2 - An outside camera who keep the angle between car and terrain. Coz this angle is changing with the road slopes while u are driving, and you need to correct it all the time..  So u can put for example 10ยบ and the camera aautomatically keep it, so you can drive in flat and all the slopes from outside cam not needing touch the mouse.
(A Pan option for joystick would be also necesary for cars and planes. Using the hat, u can correct the camera angle anytime and avoid to use the mouse for do it).

those little details would make the cars finally playable. 

Ahh!!! Would be posible to add the drifting sound? the sound itself is very easy to find, but i dont know if its posible to add in the script for appear just when the car is drifting...  At least one sound. I suppouse for add diferent sounds (while drive on asphalt, or clay, snow, etc)  we will need developer action.
Title: Re: Racing Challenge
Post by: PytonPago on March 25, 2015, 05:07:13 am
Ahh!!! Would be posible to add the drifting sound? the sound itself is very easy to find, but i dont know if its posible to add in the script for appear just when the car is drifting...  At least one sound. I suppouse for add diferent sounds (while drive on asphalt, or clay, snow, etc)  we will need developer action.


 ... not sure how you would detect the drifting doe ... it could be if the speed of the car isnt the same as the wheel speed (maybe setting the sound intensity and pitch on the value of the difference).
Title: Re: Racing Challenge
Post by: josem75 on March 25, 2015, 05:27:37 am
Ahh!!! Would be posible to add the drifting sound? the sound itself is very easy to find, but i dont know if its posible to add in the script for appear just when the car is drifting...  At least one sound. I suppouse for add diferent sounds (while drive on asphalt, or clay, snow, etc)  we will need developer action.


 ... not sure how you would detect the drifting doe ... it could be if the speed of the car isnt the same as the wheel speed (maybe setting the sound intensity and pitch on the value of the difference).

So for example.. Thats brilliant. Is that kind of thing posible to set in Js? If we add the drift sound, the outside camera angle keeping option, and a configurable button for reset fast in the case u begin to bounce, we are almost done!! 
Just we would need some smoke and this would be almost perfect.
what we need from the developers for the smokes effects?

The car is now very nice driveable with the settings added for the bmw. I changed the slip: to 1.2, and slip_lateral_coef: to 0.8, and the drift is great for the asphalt.
With those little details i said before, and now while we are controling the settings in a good way, the ground driving would be totally enjoyable finally in outerra!!
Title: Re: Racing Challenge
Post by: josem75 on March 25, 2015, 05:37:13 am
And by the way. I asked theshanergy for the car model coz i wanted to improve the interior even more. Make almost a perfect car like in a profesional driving game car. So this can be our amazing outerra vehicle (after i will do more i already have, some for raids, and some surprise..). Just i will need to ask for help in the moment of the export, or maybe give all the mesh and textures prepared and somebody export and prepare Js.

I had no time those days and i had some problems with the mesh importing to max, with the smooth groups stucked.. Finally it seems i am fixing (i needed to re export as obj and reimport again so smooth groups unfreeze..). I already made some textures for the dashboard, the steer, the radio, the navigator, the pedals, etc, etc. And some fixes the car needed inside (pieces not totally refined, broke somewhere, etc). Also adding more details, trying to keep the aspect of the car in real life. 
So when i finish, i will give him again for export to outerra. Or i will ask how to do. Coz i was testing as .dae file and using option vehicle, but its like i only can choose one object.. Dont know exactly how to do and i just saw for a few minutes.. 
But first i need to finish the job..

So i want we push a bit the ground vehicle experience in outerra with all those things
Title: Re: Racing Challenge
Post by: PytonPago on March 25, 2015, 06:40:38 am
I think that aditional smoke-actions will be in the future done the same way the lights are now. Some placing coordinates, thickness, fading, collor ... just a script adition. So there is no problem.

I still think there needs to be some more details to engines, like engone-breaking (when ya get in to lower gears in speeds of those abowe) and some Wheel/speed limiter at each gear, so you have the power of it, but dont get to 400Km/h on the first gear and gain the proper max speed for it in a more realistic time-frame. Thats i think the main issue ... for realism that is.
Title: Re: Racing Challenge
Post by: thx_nb on March 25, 2015, 06:44:41 am
I just tested a bit quickly and I think there are certainly ways to detect drifting. max_tire_speed() vs speed() gives an indication of how the tire speed differs from vehicle speed so that should work.

Also there is a velocity() method available which gives the linear and angular velocity, either relative to the model or relative to the world.
I don't think I'm smart enough to use this :), but I'd think this provides a lot of options to calculate the angle of the car with regard to the direction it's moving in. Together with the tire speed difference it should be possible to add in some nice squealing tire effects.

@josem75: It's just a general idea, but maybe someone smart could use the velocity data to recognize when the car starts to bounce and correct the forces on it using the extra_force() method.

@PytonPago: The script the BMW uses right now already accounts for the gears and max speeds per gear. Of course this should be accounted for when implementing a manual transmission, but I don't see any problems on that front. Like I mentioned in an earlier post, my adapted script has realistic gear ratios and torque per gear. It only accelerates a bit fast if you use high slip values.
Title: Re: Racing Challenge
Post by: PytonPago on March 25, 2015, 07:27:50 am
Like I mentioned in an earlier post, my adapted script has realistic gear ratios and torque per gear. It only accelerates a bit fast if you use high slip values.

 ... thats what the issue is, you have just force rightly. But gearbox says also, what RPM has the leading-rod of the wheels vs. engine. That means, you can have really high power on the highest Engine_RPM, but the wheels wont be acellerated beyond a certain RPM (limiting vehicles speed - you cant limit it on wheels forces itself), witch is much lower ! (well, if ya dont go down-hill)  (its more visible if you use the script on more slow vehicles like trucks, where there is hi power, but much lower speeds). I guess it is a not much visible detail for vehicles that have a small timefrem from 0-100 Km/h and high speeds, still, would be great having that right .... i have speculated some approaches - defined some aditional functions to the breakin force, specific for each gear, but id isnt much proper. I thought about some table-stuff just as the engine-RPM-torque is for each gear, doe are yet to fully understand how to work it out ...   =|
Title: Re: Racing Challenge
Post by: HiFlyer on March 25, 2015, 08:13:19 am
Isn't the JSBSIM creator sometimes seen on these forums? Could he be asked about some of this?
Title: Re: Racing Challenge
Post by: thx_nb on March 25, 2015, 08:56:49 am
Isn't the JSBSIM creator sometimes seen on these forums? Could he be asked about some of this?
Is this issue related to JSBSIM? I thought Bullet handled the vehicle fysics?
Title: Re: Racing Challenge
Post by: PytonPago on March 25, 2015, 09:00:14 am
Isn't the JSBSIM creator sometimes seen on these forums? Could he be asked about some of this?

Vehicles are in javascript, on bullet, not JSBSim ... but there was one vehicle showcased written in it.

... modifying the script to have this RPM difference issue included is possible, just have to find a proper way to do it so it feels real.

 ... also, that error message - i found out it happens mostly after the vehicle someway gets ower bundaries of the worlds surface (ya know, when it starts to bounc aroud --- it sometimes seems not to fall on the wheels properly attuned to the ground and does this. Doe not sure if its the real thing, cause it isnt allways doing it, but most cases when it does, seems to be like that for me). I think, if a proper collision mesh is made for the vehicles hull (not the auto-created by the importer, but hand-made after Camenis instruction PDF) it should be cleared.
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 09:06:44 am
All i will say for now is that it's the first time for me that i have the experience that  i'm playing a real game in the outerra world. The drifting part of driving makes it so much fun and it's a very cool challenge to try to emulate how it looks in real world video.
Title: Re: Racing Challenge
Post by: josem75 on March 25, 2015, 10:13:17 am
All i will say for now is that it's the first time for me that i have the experience that  i'm playing a real game in the outerra world. The drifting part of driving makes it so much fun and it's a very cool challenge to try to emulate how it looks in real world video.

I agree. Its my first time i enjoy driving!!!
Drive was boring because we never found a car driveable, drifter, etc. Also i am seeing much less bouncing with your config. Might be coz having the real control of the car, now accident are much less, so there is normally when u bounce..
But also when i go out the road for a while normally no bounce unless u do really beast things.. 
Now i can be driving several minutes enjoying and not bouncing.

I am seeing the next category in the user mods.. CIRCUITS! :DD
I think would not be too much dificult to make real circuits. In fact, i am remembering some, maybe in redit. Is it posible?
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 10:39:50 am
 i think the more slippery the tire are, the less bouncing around when you lose control. In my version of the script i also tone down the extra downward force from 10 to 1. I elevate the center of gravity so that the car is less stable in turns and at very high speed.

As for road!street rally circuit, it's should be pretty easy to find road maps online.
Title: Re: Racing Challenge
Post by: Acetone on March 25, 2015, 11:33:22 am
All i will say for now is that it's the first time for me that i have the experience that  i'm playing a real game in the outerra world. The drifting part of driving makes it so much fun and it's a very cool challenge to try to emulate how it looks in real world video.
I am seeing the next category in the user mods.. CIRCUITS! :DD
I think would not be too much dificult to make real circuits. In fact, i am remembering some, maybe in redit. Is it posible?

I have a long track here : http://www.mediafire.com/download/les67o2u7fglofx/Outerra_race.otx (http://www.mediafire.com/download/les67o2u7fglofx/Outerra_race.otx)

It was made mostly for off-roads vehicles (dirt track) but it should be fine with this version of the 335i. The track is really large to avoid the high-speed spins. If some folks are interested, I can do some other tracks (dirt/gravel or asphalt).
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 11:43:13 am
i'll sure give it a try tonight. Thanks Acetone.
Title: Re: Racing Challenge
Post by: Acetone on March 25, 2015, 11:54:20 am
i'll sure give it a try tonight. Thanks Acetone.

Just done a quick test. Some sections of the track are too steep for the new model, but the start is in the middle of the clouds, wich is nice. I will have to do some tweaks to make it more interesting.
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 12:09:42 pm
So winter tires are mandatory =D
Title: Re: Racing Challenge
Post by: thx_nb on March 25, 2015, 12:34:30 pm
I actually modeled the Nurburgring ingame. It is also quite a long track, but it's not in the mountains :).
I could try to create an otx file of it.
(http://i.imgur.com/YCJBVBR.jpg)
(http://i.imgur.com/yGPBhrJ.jpg)
(http://i.imgur.com/lRHuwNY.jpg)
(http://i.imgur.com/gai7hI4.jpg)
(http://i.imgur.com/qScA0WQ.jpg)
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 12:55:32 pm
Very cool thx_nb. I want it!!!  >:(
Title: Re: Racing Challenge
Post by: thx_nb on March 25, 2015, 01:05:59 pm
Totally forgot that I made this :D.
I have to figure out which cache files to include. Will provide an otx ASAP.

@Acetone, do you have that world map with the segments somewhere?
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 02:21:14 pm

I have a long track here : http://www.mediafire.com/download/les67o2u7fglofx/Outerra_race.otx (http://www.mediafire.com/download/les67o2u7fglofx/Outerra_race.otx)

It was made mostly for off-roads vehicles (dirt track) but it should be fine with this version of the 335i. The track is really large to avoid the high-speed spins. If some folks are interested, I can do some other tracks (dirt/gravel or asphalt).

I tried it and it's really not a good track for the slippery control that i like :o. I much prefer sneaky, narrow or medium width road that you cant build up too much speed.  Tallard area has some good potential one. I also like the Alaskan one that HiFlyer opened  this thread with.
Title: Re: Racing Challenge
Post by: thx_nb on March 25, 2015, 04:13:25 pm
So here's the nurburgring (asphalt only). There's no buildings or such.
Download Nurburgring (http://www.mediafire.com/download/d86h23soaozhvys/Germany,_Nurburgring.otx)
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 05:44:00 pm
It's a really nice track but too fast for drifting . :( A cool thing is that you can see you position on the track in OSM map.
Title: Re: Racing Challenge
Post by: HiFlyer on March 25, 2015, 06:08:52 pm
So here's the nurburgring (asphalt only). There's no buildings or such.
Download Nurburgring (http://www.mediafire.com/download/d86h23soaozhvys/Germany,_Nurburgring.otx)

Thanks!
Title: Re: Racing Challenge
Post by: thx_nb on March 25, 2015, 06:29:52 pm
It's a really nice track but too fast for drifting . :( A cool thing is that you can see you position on the track in OSM map.

There's a little track next to the main track, but it's probably too small :(.
Title: Re: Racing Challenge
Post by: HiFlyer on March 25, 2015, 06:53:05 pm
Multiplayer!!!!! (He shrieks)
Title: Re: Racing Challenge
Post by: M7 on March 25, 2015, 11:22:25 pm
I think i didn't drove much since trees have shadows. Since HiFlyer got me back on the ground, i find that driving in forest is so beautifull now.... :o

https://www.youtube.com/watch?v=ERK57z8knS0 (https://www.youtube.com/watch?v=ERK57z8knS0)
Title: Re: Racing Challenge
Post by: HiFlyer on March 26, 2015, 04:59:32 am
The road just needs a texture thats a little bit easier to keep track of.
Title: Re: Racing Challenge
Post by: PytonPago on March 26, 2015, 05:04:49 am
The road just needs a texture thats a little bit easier to keep track of.

 ... nah, just needs a few hundred cars to wear it off a little bit. Mud and water ponds ...  :D
Title: Re: Racing Challenge
Post by: Acetone on March 26, 2015, 05:42:43 am
Totally forgot that I made this :D.
I have to figure out which cache files to include. Will provide an otx ASAP.

@Acetone, do you have that world map with the segments somewhere?

Yup, it's on Cameni's online picture folder : http://i3.minus.com/ibcrtObqwPVS16.png (http://i3.minus.com/ibcrtObqwPVS16.png)

You should create a thread on the scenery subforum (http://forum.outerra.com/index.php?board=43.0) :)
Title: Re: Racing Challenge
Post by: josem75 on March 26, 2015, 07:15:06 am
Acetone, yes, i saw your road and i completed in car and by cessna, it was awesome!! Great place. 
thx_nb, i am sure this circuit is which i saw in Reddit, but without download, thanks for share!!  This is what i was telling about. Now controling the phisics parameters we can get more real cars and easily make real circuits.
Maybe the first online capability of the engine can be small areas with a circuit for limited people use, so we can have real races xD.
Also, the ability of make an option when you create a closed road with a finish line, and add a cronometer and a counter everytime you complete the circuit, knowing your time and your lap numbers, that would be nice!

I was thinking, would be posible we elaborate a list with the JS options which control the important things of the driving parameters?
For example, now i know i can touch slip and slip_lateral_coef for change the drift.  Would be nice to know what can i touch for change the direction sensibility, because for example the Dodge Viper is almost imposible to turn, it would need much more sensibility.
Also the suspension, for put more hard, etc. And so on, with all parameters, in words that anybody can understand, so we can touch them and refine the phisics.
Title: Re: Racing Challenge
Post by: M7 on March 26, 2015, 09:02:35 am
As far as dirt road style of racing, i'd say the js script can be pretty basic. The bullet physic is doing a really good job for that type of driving with and The tire friction seems to be the main element. With a slip 0.6  you get ice or mud type of driving. Slip 0.8-0.9 feels like dirt road and 1.2 is more for alsphalt (all with sideslip 1.0) . But i also find that the more friction on the tire makes it harder to drift as your reaction time has to be faster.

So for me i'd say that i got addicted to the dirt road/rally style of racing. I did a quick sneaky circuit somewhere in ireland. I'll continue to fine tune it. When i'll be happy about it, i'll share if there's other fans of that type of racing.
Title: Re: Racing Challenge
Post by: Acetone on March 26, 2015, 11:06:01 am
So here's the nurburgring (asphalt only). There's no buildings or such.
Download Nurburgring (http://www.mediafire.com/download/d86h23soaozhvys/Germany,_Nurburgring.otx)

You have a missing model somewhere in the scene, one of the pedropp signs. If there are no models in this area, the most simple way to fix this is to search for the only object.bix file in the .otx and delete it :)
Title: Re: Racing Challenge
Post by: M7 on March 26, 2015, 12:35:08 pm
It's a really nice track but too fast for drifting . :( A cool thing is that you can see you position on the track in OSM map.

There's a little track next to the main track, but it's probably too small :(.

I actually drove the small track thinking that was it  :-[. I went back and saw the big one  =D  With the BMW with 1.1 slip It's a blast!!! It has to be the perfect car for that track. Drifting is pretty hard with that level of grip but is possible...
Title: Re: Racing Challenge
Post by: thx_nb on March 26, 2015, 01:23:21 pm
Ha, that's funny :D.

@Acetone: I'll make a new otx.
Title: Re: Racing Challenge
Post by: M7 on March 26, 2015, 04:26:38 pm
Oh boy, i feel so stupid with my comments about car setting. I was driving using the keyboard and i finally tried an xbox controller. It has to be 10 times easier to drive with a stick and i find it's almost too easy .... to recover from a slight spin using either a tap on the brakes or steering with throttle, even at high speed. And i find myself being able to drift almost at unrealistic speed it seems.

Im almost disapointed, it kind of felt more realistic with the keyboard :-(
Title: Re: Racing Challenge
Post by: M7 on March 26, 2015, 10:58:27 pm
So here to illustrate what i'm saying, i should have lost control so many times especially at high speed , but it seems to always be possible to recover from a slide except when entering a curve with too much momentum (too fast).  It seems it would take the equivalent of a flight model but for cars to get these thing right.  And i dont know if that kind of stuff can be scripted in java script.

https://www.youtube.com/watch?v=K84jalhIqI0 (https://www.youtube.com/watch?v=K84jalhIqI0)
Title: Re: Racing Challenge
Post by: HiFlyer on March 27, 2015, 12:02:05 am
I've never used anything but an Xbox controller, so now you know what I was saying about things needing to be tweaked.
Title: Re: Racing Challenge
Post by: M7 on March 28, 2015, 04:46:25 pm
I  happened to have a steering controller with pedals that was gathering dust for almost 10 years. Gave it a try with the BMW on Nurburgring and again , a completly different experience than with an xbox controller.  Much easier to drive straight at high speed but much harder to recover from any slide.

If xbox is 10 times more fun than playing with keyboard, driving  with a real steering wheel in OT has to be 10 times more enjoyable than an xbox stick. I'm not sure if it's because with the xbox controller, you can respond so quickly to any slide that at any setting  it feels like playing an arcade mode. With a steering wheel you cant react that fast and consequently, you get to use more realistic response i'd say, to a loss of control. At least that's my perception.

Drifting is a lot more tricky now but again feels much more realistic as the level of timing it takes to achieve.

But then again, i'm not a simmer of anykind. I don't even own a car, so i might still be completly off on anything i just said.

I update again the JS script. I changed the BMW to a rear wheels drive (doesn't make a big difference) and fine tune a few other things. I'd be curious to hear feedback from people with steering wheel controller or people who have played other driving simulator. I don't know, it feels now like you can have a pretty realistic driving experience in OT even with the limited environment variation.

And Nurburgring is really fun to drive now, so thx_nb you should definatly post it in scenery section.
Title: Re: Racing Challenge
Post by: PytonPago on March 28, 2015, 11:25:01 pm

If xbox is 10 times more fun than playing with keyboard, driving  with a real steering wheel in OT has to be 10 times more enjoyable than an xbox stick. I'm not sure if it's because with the xbox controller, you can respond so quickly to any slide that at any setting  it feels like playing an arcade mode. With a steering wheel you cant react that fast and consequently, you get to use more realistic response i'd say, to a loss of control. At least that's my perception.


Most definitely ... the main thing is, the intensity of steering is to be hold much better at a wheeel then on any other controller.
Title: Re: Racing Challenge
Post by: M7 on March 29, 2015, 05:34:33 pm
Acetone, yes, i saw your road and i completed in car and by cessna, it was awesome!! Great place. 
thx_nb, i am sure this circuit is which i saw in Reddit, but without download, thanks for share!!  This is what i was telling about. Now controling the phisics parameters we can get more real cars and easily make real circuits.
Maybe the first online capability of the engine can be small areas with a circuit for limited people use, so we can have real races xD.
Also, the ability of make an option when you create a closed road with a finish line, and add a cronometer and a counter everytime you complete the circuit, knowing your time and your lap numbers, that would be nice!

I was thinking, would be posible we elaborate a list with the JS options which control the important things of the driving parameters?
For example, now i know i can touch slip and slip_lateral_coef for change the drift.  Would be nice to know what can i touch for change the direction sensibility, because for example the Dodge Viper is almost imposible to turn, it would need much more sensibility.
Also the suspension, for put more hard, etc. And so on, with all parameters, in words that anybody can understand, so we can touch them and refine the phisics.

The thing is nobody really tried to match a racing car setup in a script yet. Mostly, Giucam and Hrrrr got a transmission working but other than that, not much. I myself still have to go trial and error with the script to find what does what. As for turning, have you played with your joystick sensitivity ingame?
Title: Re: Racing Challenge
Post by: Cormac21 on June 03, 2015, 06:21:30 am
 It's a nice challenge actually to find the right touch to stay in a drift. It's so easy to over turn.
Title: Re: Racing Challenge
Post by: Fighter117 on June 03, 2015, 02:23:48 pm
Hi ! ;)

I think it would be great to share a circuit in a scenery and to record the race !
Like this, we could know the timing of the pilot ! :D
I made a video of my race circuit in Outerra with the Lamborgini Gallardo :
http://youtu.be/zhGlFmPJOt8
Title: Re: Racing Challenge
Post by: HiFlyer on June 03, 2015, 04:10:03 pm
Interesting Course!  =D