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Post by weirdtwitter on Feb 20, 2017 15:58:58 GMT
CHILLI You blow my fucking mind. Neons. The new enigma in GTA. Who would have fucking thunk it !?!
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yolorush
Member
Posts: 13
Registered on: February 2017
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Post by yolorush on Feb 20, 2017 20:04:40 GMT
Whatever you do, dont put neons only on the sides and on thr back on a Dominator. Isnt there any way when I want to start a race not to join someone's lobby and start my own race?
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Deleted
Deleted Member
Posts: 0
Registered on: January 1970
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Post by Deleted on Feb 22, 2017 5:24:24 GMT
Whatever you do, dont put neons only on the sides and on thr back on a Dominator. Isnt there any way when I want to start a race not to join someone's lobby and start my own race? Launch races directly from the 'Jobs' option in the Pause Menu. You'll always be host then.
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Post by Grumples_Plox (grimreaper977) on Feb 22, 2017 9:37:10 GMT
Whatever you do, dont put neons only on the sides and on thr back on a Dominator. Isnt there any way when I want to start a race not to join someone's lobby and start my own race? turn on the setting to make you always host when creating jobs in the online settings
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st0cking
Member
Posts: 1,137
Registered on: November 2015
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Post by st0cking on Feb 25, 2017 13:12:50 GMT
Since i don't understand all that CoM stuff and it mostly seems to just come down to understeer vs. oversteer to me anyways, what parts do you want for more oversteer and what for more understeer? more rear bias = more oversteer, more front bias = more understeer? lower CoM = more understeer? Looking to make a bullet less understeery right now.
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romper
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Posts: 14
Registered on: January 2017
Xbox GT: PortedWinner457
Social Club: PortedWinner457
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Post by romper on Mar 15, 2017 4:55:10 GMT
do the different tyre characteristics only apply to cars that have the tyres_can_clip value, as per broughy1344's handling data spreadsheet? Or do different tyres affect all cars, regardless of tyres_can_clip value?
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Post by CHILLI on Mar 15, 2017 10:34:42 GMT
do the different tyre characteristics only apply to cars that have the tyres_can_clip value, as per broughy1344's handling data spreadsheet? Or do different tyres affect all cars, regardless of tyres_can_clip value? They apply to all cars equally as far as I can tell, with the particular car's characteristics taking priority. The sidewall wont matter anywhere near as much as on tyre clipping cars, as the force required to clip is way higher. st0cking sorry for the late response, hopefully this is still of use. Lower CoM can make the car appear to understeer more. What happens is that the car will sway less side to side, remaining a lot more stable and less likely to transition into a slide from smaller movements. The CoM placement along the car forward/back change the behaviour when within and beyond the traction limit, as mentioned in the later parts of my document. In turn by changing the traction bias you will get the opposite effect, where more traction in the front will make it behave closer to a tail-heavy configuration and vice versa.
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romper
Member
Posts: 14
Registered on: January 2017
Xbox GT: PortedWinner457
Social Club: PortedWinner457
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Post by romper on Mar 17, 2017 8:47:12 GMT
i just spent a couple of hours doing laps around the block of Los Santos Customs in the V12 Schafter trying different tyres and found that the Off Road tyres definitely have higher threshold before sliding out, but if they do slide the decrease in speed is greater compared to say the Tuner wheels where you can slide (within reason) without losing as much speed in comparison.
also i'm not sure if it's my imagination or not, but do you think you sacrifice some top speed with the Off Road wheels? theory being, when driving in a straight line at speed, there's only a certain amount of grip required to keep traction and move the car forward. having more grip than necessary to do this will only cause unnecessary friction, and therefore penalise your potential speed. same theory applies to down force. whether it actually matters in the game, i can't say for sure without proper testing.
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Post by weirdtwitter on Mar 17, 2017 8:58:17 GMT
romper top speed is not effected by tyre type, this has been tested
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romper
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Posts: 14
Registered on: January 2017
Xbox GT: PortedWinner457
Social Club: PortedWinner457
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Post by romper on Mar 17, 2017 11:03:38 GMT
romper top speed is not effected by tyre type, this has been tested thanks for confirming. i also just raced someone with same car where they were using Off Road and i was using Tuner. no difference in straight line speed. what i think it may affect though is the kerb boost you get. it feels like because Off Road absorbs bumps more than any other wheel, the advantage of the kerb boost is not as significant.
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Post by weirdtwitter on Mar 17, 2017 11:21:31 GMT
romper top speed is not effected by tyre type, this has been tested thanks for confirming. i also just raced someone with same car where they were using Off Road and i was using Tuner. no difference in straight line speed. what i think it may affect though is the kerb boost you get. it feels like because Off Road absorbs bumps more than any other wheel, the advantage of the kerb boost is not as significant. Although this "sound" like it would be the case, in GTA normal physics doesn't apply and I think it's actually the opposite (offroads "take" the bumps better" thus making it better on bumps tracks?!) Maybe.
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Deleted
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Registered on: January 1970
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Post by Deleted on Mar 28, 2017 11:57:06 GMT
CHILLI can you elaborate on what you mean by "Anti-roll++ (crazy response with these)"?
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Post by CHILLI on Mar 29, 2017 7:06:08 GMT
@hiberg I updated it to (crazy steering response with these), hopefully that clears it up. Anti-roll increase tends to exaggerate/speed up effects of weight shifting side to side, the most noticeable effect being faster response to steering. I took that for granted as general knowledge, so it's good that you point that out. I should've specified right away. EDIT: Oh and in other news the recently released Infernus Classic has dodgy handling. Credit to Merphos (and Samy for forwarding that info to me) and adam10603 for both taking the time to test and notice the issue. It looks like the car struggles to turn left at any moderate/fast speed because the rear right wheel behaves as if it's permanently damaged. "Stancing" the rear left wheel (giving it wheel damage) appears to make it slide just as easily turning both directions, suggesting that the rear right is perma-damaged. Additional notes: Me and Adam have dug through both the handling, vehicle rig, and model file for the Infernus Classic and everything seems to be in order. Wheelbase is nicely aligned and the weight balance is within acceptable margin of error, so the issue lies elsewhere. So there's no need to keep tweaking your setups more than the usual. You're not going mad, the car is confirmed to be broken in its current state.
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Post by equationunequal on Mar 29, 2017 8:12:54 GMT
EDIT: Oh and in other news the recently released Infernus Classic has dodgy handling. Credit to Merphos (and Samy for forwarding that info to me) and adam10603 for both taking the time to test and notice the issue. It looks like the car struggles to turn left at any moderate/fast speed because the rear right wheel behaves as if it's permanently damaged. "Stancing" the rear left wheel (giving it wheel damage) appears to make it slide just as easily turning both directions, suggesting that the rear right is perma-damaged. This doesn't just affect the Infernus Classic. I have also noticed this with the Pigale and apparently it's also affecting the Vigero and maybe some other cars. With full-lock to the left at speed the Pigalle will just slide out, while it grips normally doing the same going right. We also think this has something to do with stunt-race physics being different from regular land-race physics, but still need to do some AB testing to confirm this.
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Deleted
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Post by Deleted on Mar 29, 2017 8:46:15 GMT
This doesn't just affect the Infernus Classic. I have also noticed this with the Pigale... With full-lock to the left at speed the Pigalle will just slide out, while it grips normally doing the same going right. We also think this has something to do with stunt-race physics being different from regular land-race physics, but still need to do some AB testing to confirm this. I knew it... I was using the Pigalle just the other day, if I remember right it was a track going anti-clockwise around the hills (a lot of left turns) couldn't understand why I kept having issues turning left, now I know why!! That means we've got a top tip: Don't do NASCAR in the Pigalle!!
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