Tires
and Additional Handling
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;
Car Wheel details
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WHEEL 0 { ; Start
Wheel
ModelNum 1
Offset1 -24.000000 -1.000000 37.000000
Offset2
-4.500000 0.000000 0.000000
IsPresent TRUE
IsPowered
TRUE
IsTurnable TRUE
SteerRatio -0.500000
EngineRatio
12000.000000
Radius 12.000000
Mass 0.150000
Gravity
2200.000000
MaxPos 12.000000
SkidWidth 10.000000
ToeIn
0.000000
AxleFriction 0.020000
Grip 0.014000
StaticFriction
1.500000
KineticFriction 1.500000
} ; End Wheel
WHEEL 1
{ ; Start Wheel
ModelNum 2
Offset1 24.000000 -1.000000
37.000000
Offset2 4.500000 0.000000 0.000000
IsPresent
TRUE
IsPowered TRUE
IsTurnable TRUE
SteerRatio
-0.500000
EngineRatio 12000.000000
Radius 12.000000
Mass
0.150000
Gravity 2200.000000
MaxPos 12.000000
SkidWidth
10.000000
ToeIn 0.000000
AxleFriction 0.020000
Grip
0.014000
StaticFriction 1.500000
KineticFriction 1.500000
}
; End Wheel
WHEEL 2 { ; Start Wheel
ModelNum 3
Offset1
-24.000000 1.000000 -36.000000
Offset2 -6.000000 0.000000
0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable
FALSE
SteerRatio 0.100000
EngineRatio 12000.000000
Radius
13.000000
Mass 0.150000
Gravity 2200.000000
MaxPos
12.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction
0.050000
Grip 0.014000
StaticFriction 1.500000
KineticFriction
1.500000
} ; End Wheel
WHEEL 3 { ; Start Wheel
ModelNum
4
Offset1 24.000000 1.000000 -36.000000
Offset2 6.000000
0.000000 0.000000
IsPresent TRUE
IsPowered TRUE
IsTurnable
FALSE
SteerRatio 0.100000
EngineRatio 12000.000000
Radius
13.000000
Mass 0.150000
Gravity 2200.000000
MaxPos
12.000000
SkidWidth 10.000000
ToeIn 0.000000
AxleFriction
0.050000
Grip 0.014000
StaticFriction 1.500000
KineticFriction
1.500000
} ; End Wheel
ModelNum
This
corresponds with the "Model Filenames" section. This
setting uses the numbers -1 to 18 and determines which model is used.
If no models are used, this number should be set to -1, otherwise
from 0 to 18. In this case you want the number corresponding with one
of the tire prm's.
2.
Offset1
This
is the same as the offset setting for the body of the car. Offset1 is
the placement of the visual model of the wheels, based on an XYZ
coordinate system.
X-0,
Z-0, Y-0
X = width of car (This is the 1st number)
Y =
length of car (The 3rd number)
Z = height of car(2nd
number)
Positive numbers on the X axis place the model to the
Right, whereas, Negative numbers place it to the Left.
Positive
numbers on the Z axis will move the model down toward the ground,
whereas, Negative numbers will bring it up. This also affects the
ride-height of the car. Positive numbers will cause the car body to
move upwards, while the wheel remains on the ground. Negative numbers
will lower the car body, however, the wheels will not lift off of the
ground until the car body has touched the ground.
Positive
numbers on the Y axis move the model forward, whereas, Negative
numbers it to the rear
3.
Offset2
This
setting is just like Offset1, but instead of placing the visual model
of your tires, Offset2 places the physical tires. These tires are
invisible, thus, you have to look at tire skid-marks to see where
they're being placed. Offset2's point of origin is set by Offset1,
and can be modified from that point.
This setting can have
impact on the handling of your car. Such as, a wider wheel base will
increase stability during cornering (unless too wide). Making the car
wheelbase longer can cause the car to react sluggishly and increase
the turning radius.
4.
IsPresent
This
is a TRUE/FALSE flag to say if the wheel is visible or not.
5.
IsPowered
This
is a TRUE/FALSE flag to say if the wheel has power flowing to it from
the engine or not.
6.
IsTurnable
This
is a TRUE/FALSE flag to say if the wheel has steering or not.
7.
SteerRatio
SteerRatio
tells Re-Volt firstly how much your steering wheels will turn. A
number of -6.25 will turn the wheels a complete 360 degrees. It also
covers the speed of your steering. The more angle you have, the
faster the car will steer. In turn, this affects the stability of the
car, making it stable or twitchy.
SteerRatio uses negative (-)
numbers for the front wheels, and positive (+) numbers for the rear
wheels. Most generally, for the front wheels, a number of about -0.25
is good for R/C cars (and sometimes simulation handling). However, if
you wish slightly smoother steering lines, or more understeer, you
can bring the number a little closer to 0. If you wish for simulation
style handling, -.15 seems to be good. However, dropping below (or
rather, above) is not recommended, as you will not be able to
properly navigate the turns.
8.EngineRatio
This
is the power which is delivered to your tires. Increasing this number
will increase the power, of the tire. The front-right tire should
have the same power as the front-left tire. Rear tires may have a
different EngineRatio than the front tires.
Increasing the
power can also affect your acceleration, making it much faster. It
can also have an impact on your handling, such as, increasing
understeer. Lowering the setting can encourage better, more stable
cornering. This setting also affects tire squeal (wheel spin).
Think
of this setting as your torque distribution. This can be used as a
way to evenly distribute the power of the wheels of a 4WD car. If you
wish to have a distribution of 40/60 torque split, keep a number in
mind (say 30,000) and then multiply by .6 (or.4). Whatever the amount
comes from the equation, that amount of power goes to the front or
back wheels.
Example
equation:
In
this case we want a 25/75, torque split ratio, with a grand total of
30,000 Engine Ratio Units.
Rear
Tires
30,000
x 0.75 = Rear Engine Ratio (For each rear tire)
Front
Tires
30,000
x 0.25 = Front Engine Ratio
9.
Radius
This
is the physical (not visual) size of the tire in RV Units. If this
setting is not set with the size of the 3d model of the wheel, the
tires will either float in the air (if the number is too big), or
sink into the ground (number is too
small).
Adjusting this
setting also affects the acceleration of the car. Smaller tires
require less EngineRatio to turn the wheels more quickly, and
likewise, larger wheels require more EngineRatio to correctly power
them. Tires which are overpowered will produce wheel spin and will
not grip to the ground as well.
10.Mass
This
is the weight of the tires in kilograms (kg). Increasing this setting
for the tires will increase the overall grip of the tires, making it
slightly easier to climb snowy/icy hills, and also less likely to
roll. If the tire is too heavy (I.E.: Over 1 kg), when in the air,
the tires will move up through the car body, then upon landing will
do funny things. This, possibly could be corrected, as this setting
corresponds to the MaxPos setting later in the wheels
section.
Increasing the mass of your tires can have a very
tiny
effect
on your acceleration and top speed. (For this to happen, the weight
needs to be 4 kg or more). If you wish your tires to be so heavy, you
may have to slightly increase the EngineRatio setting to accomodate.
A setting of more than 6 kg is not reccommended as it will cause the
wheels to fly about during impact (however, this may be correctable
by the afore mentioned settings).
11.
Gravity
This
setting tells Re-Volt how long it should take the tires to catch grip
after a jump. A setting of 100 will cause the tires to catch grip
after about 5 seconds. Having a lower setting can also affect how the
car goes onto inclined planes.
Gravity also affects the
ride-height of the car/wheels. The norm for this settng is 2200. A
setting of about 20,000 will lower the car nicely, but 200,000 will
put the car through the floor. Very high numbers will affect the top
speed of the car.
12.
MaxPos
This
is the vertical movement of the tire on it's respective "spring",
in terms of RV Units (vertical travel) divided by 2
Equation:
U
= RV Units
M = MaxPos
U / 2 = M
MaxPos, will also
affect your handling. A setting of 6 to 8 seems to be fine for most
R/C style cars, however, a setting of 1 will cause an extreme amount
of understeer. Increasing this number in excess of 50 - 100 seems to
encourage a heavier, more simulation feel of the car. Doing this will
give the car slightly smoother steering lines. Any numbers above 100
do not have much effect. However, placing the number in excess of 50
can cause the tires to come through the top of the car.
13.
Skidwidth
This
is the width of the wheels skid-marks in RV Units. The placement of
the skids are set by "Offset2". This setting should match
the width of the wheel model. Making the Skidwidth excessively wide
(or thin) seems to have no effect on top speed or handling.
14.
ToeIn
ToeIn
is usually the angle that the tires are pointed toward (or away) from
the center of the car. This (depending on if the car has Toe-in or
Toe-out) can increase (or decrease) understeer/oversteer in a car.
However, in Re-Volt this setting seems to be irrelavent, having no
function, as, any input value is forced back to 0.
15.
AxleFriction
This
is the value for the amount of friction produced by that wheel on the
axle. Increasing this number increases the amount of friction on the
axle. This in-turn decreases braking distance and the distance to
stop when the gas is let go. However, despite the fact that friction
is increased on the axle, this will increase the speed of the car. It
may also make the car more twitchy when the number is set too
high.
Lower numbers will decrease the friction on the axle.
This will increase braking distance needed to come to a full stop,
and also increase the distance to stop when the gas is let go.
Despite the fact that the friction has been lowered, decreasing the
AxleFriction number will decrease the overall top speed of the
car.
It is not recommended to go over a setting of 0.3.
16.
Grip
This
is the general grip of the individual wheel. Higher values will cause
it to stick to the track better, like a magnet. Lower values will
decrease this friction.
This setting can be used to
stablilize RWD cars by increasing the grip on the rear tires by a
value of 0.006 over the front tire grip. This will produce a handling
result of the Ferrarri 458 Italia on Forza Motorsport 4. A setting of
0.025 will give much
stability
to the car. Anything above 0.025 is not recommended, as it will
increase tire squeal, and numbers in excess of 0.03 will decrease the
top speed of the car.
Increasing the Grip setting on the front
tires can lead to oversteer. Increasing front grip too much can cause
a near 0 point turn radius. Therefore, it is not good to increase
front grip unless you wish to have a car which snaps into the turns,
however, steering corrections become near impossible. A perfect
example of this would be to think of a Smart Fortwo that is fully
tuned and RWD.
17.
StaticFriction
This
is the wheel's resistance to movement while not moving (if hit or on
an inclined plane). It also affects the amount of grip the tire gets
when the gas is depressed.
Higher values increase the
friction produced, whereas lower values decrease friction. This
setting should be higher than KineticFriction. It is not good to
bring this setting close to 0.
Lower values (in tandem with
the KineticFriction setting) can be used to make the car drift
through the corners with ease. Depending on how low the friction is,
the picture can be like butter sliding on a hot plate.
This
setting can have an adverse effect on handling.
18.
KineticFriction
This
is the wheel's resistance to movement while moving. It also affects
the amount of sliding that occurs when the brakes are hit.
Higher
values increase the friction produced, whereas lower values decrease
friction. This setting should be lower than StaticFriction. It is not
good to bring this setting close to 0.
Lower
values (in tandem with the StaticFriction setting) can be used to
make the car drift through the corners with ease. Depending on how
low the friction is, the picture can be like icecream sliding on a
hot plate.
Table
of Contents
Car
Name
Model
and Bitmap Files
Car
Selection Display and Class
Car
Handling and Weapon Offset
Car
Body Details
tIRES AND aDDITIONAL hANDLING
Car
Springs
Pin
Details
Car
Axle Details
Car
Spinner
Car
Aerial Details
Car
AI Setup
Re-Volt
1.2/RVGL Additional Settings
Misc.
Info