Acceleration is abit too high. I will drop back the horsepower down and play with the gear ratios to make it a bit less intense with acceleration.Weight of the dodge is too low, causing the dodge to become unstable at 40mph +. The instability can mostly be attributed to the centre of mass not being correct (see below for info)Traction is slightly too low. I spent two hours tuning the suspension, weight and wheel inertia to be in balance with each other but it looks like I'll need to keep trying.Also theres this weird motion of the dodge to always drift left... Unfortunately there is a glitch with the model itself where the centre of mass defined by the game engine is not what it would be in real life. The only fix for this issue would be to use a new model for the car.
Unfortunately we can't always have the best of both worlds. If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).
Quote from: OzJackal on May 07, 2013, 03:02:02 AMUnfortunately we can't always have the best of both worlds. If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).Is it then possible to pull some scripts from the OCRP 1.5 version? Car handling in that version was perfect.
Quote from: ?«SG.Sup?? | Sir.Scottx125 on May 07, 2013, 12:58:29 PMQuote from: OzJackal on May 07, 2013, 03:02:02 AMUnfortunately we can't always have the best of both worlds. If a vehicle goes too fast then the wheels won't maintain traction at high speeds and the body mass needs to be lighter without increasing horsepower otherwise the vehicle will spin out of control.If a vehicle has high traction then it won't accelerate out of corners as well as it should, the suspension won't handle bumps and hills and the body mass needs to be scaled up to stop it spinning out (thus killing off any drift capability).I was asked to "make the charger go faster and make it drift" and it's simply not possible to have a high speed drifting vehicle with the current scripts. I will, however, attempt to drop back on the acceleration and play with the gear ratios to stop the sudden acceleration in first and second gear (current ratio is something like 4.6:1 and then moves to 1.6:1 so I'll tighten those up).Is it then possible to pull some scripts from the OCRP 1.5 version? Car handling in that version was perfect. GM13 broke them all afaik.