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The Sharpshooter

Motorcycle question

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Hi, I need my motorcycle to have more "Shock Absorb" power(Hope you understand because I really don´t know how to expresss myself as English is not my first language). This is because every time the selection "pravy pradny/zadny tlumic" "absorbs" a too powerful shock it is translated too upwards and it passes through the model of my motorcycle.

Also I have an RPM indicator, but I can´t get it to move with the "volant". I have also noticed that SelectThis couldn´t fix that problem either, instead he left the indicator static(If you haven´t noticed). Another problem with the "volant" is that I can´t move the front light("p svetlo" and "konec p svetla" in the memory LOD) with it.

Thanks.

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Need some help PLZ, any would be appreciated.

Also what does this ?:

damperSize

damperForce

predictTurnSimul

predictTurnPlan

terrainCoef

turnCoef

steerAheadSimul

steerAheadPlan

brakeDistance

Commented Config briefily describes them, but I really don´t understand the description completely. Can anyone be more explicit ? I also need the config.cpp of the Jawa, can anyone provide it ?

Thanks.

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I experimented multiplying the values and reducing the values of "damperSize" "damperForce" "predictTurnSimul" "predictTurnPlan", and found really no change. I will continue experimenting, but try to help this tired addonmaker smile.gif

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dig deeper and post your resulets instead wink.gif

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dampersize = maximum suspension way(how far will the wheels be lifted). Values are in meters.

damperforce = how "strong" is the suspension, dunno if lower or higher values will make it stronger, you have to test that.

Try with this command to avoid wheel through model effect.

The others I would have to look first.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rastavovich @ Jan. 10 2003,12:19)</td></tr><tr><td id="QUOTE">dampersize = maximum suspension way(how far will the wheels be lifted). Values are in meters.

damperforce = how "strong" is the suspension, dunno if lower or higher values will make it stronger, you have to test that.

Try with this command to avoid wheel through model effect.

The others I would have to look first.<span id='postcolor'>

Many, many thanks Rastavovich you don´t know how thankful I am. I´m going to test this right away.

PD: If I had had any progress I would had posted it. I just didn´t have the time to test.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Sharpshooter @ Jan. 04 2003,21:47)</td></tr><tr><td id="QUOTE">predictTurnSimul

predictTurnPlan

steerAheadSimul

steerAheadPlan

brakeDistance<span id='postcolor'>

All parameters quoted above have no effect on simulation, only on AI drivers expecation of vehicle simulation. In other words they are used to describe how the vehicle behaves for AI purposes, and they do not change vehicle behaviour at all.

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Thanks Suma, now I have less parameters to worry about.

About the dampers, I have really tried multiplying and dividing the values of dampersize and damperforce numerous times and I got no remarkable result. The wheels still go to upwards and clip through the model.

Now, what I´m asking if anyone can give me any standards on this values, the relationship between the parametres or a personal experience on how they work. Like I said any help is appreciated.

Any news on the RPM indicator and the headlight issues ? Can anyone tell me if it is my failure or a game bug ? What about "turncoef" and "terraincoef" ?

Thanks.

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try

damperforce = 7.5; (or higher)

and shorten the dampersize, lets say to

dampersize = 0.3;

try to attach the headlight beam and origin point to the front "gable" (dunno how that is called really).

Hmm, dunno if the rpm thing is bugged on motorcycles, normally it works. Make sure you use the right selection names, also on the model.

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I tried what you told me, and still the gears were translated too upwards. Then I changed the dampersize to 0.1 and I saw no change on the gears. After thet I changed dampersize to 10 and still there was no difference in the behaviour.

What I have noticed is that damperforce works, it takes longer for the wheels to reach the top when you raise that value.

About the Headlight, put BIS´s Motorcycle in the mission editor at Night Time. Then turn the lights on and without moving the Motorcycle move the "volant"(SteeringWheel?) Left and Right. You will notice that the light beam is static it doesn´t move with the "volant".

About the RPM indicator, put an RPM indicator in any bike you are making. You will notice when you play with it that as you move the "volant" the RPM indicator stays in the same position, even when you group it with the "volant". Hope I made myself clear.

Thanks.

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Hi Sharpshooter, looks like you are making a little headway. Just thought I'd pop my 2 cents worth. I too have exactly the same problems with the RPM and Headlights on my biker chopper. Shame really as the Speedometer works fine. Pity the Rev counter and headlight didn't work the way they should.

Sorry I cannot add anything, but here's hoping there is a solution to the problem sometime.

Cheers

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I've been messing around with those values as well. Can someone tell me this: What would give a motorcycle more torque? I.e. make it accelerate faster? I want to get more realistic cycle behaviour so that it can go up steep hills a bit faster than now.

Thanks!

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weight and maxspeed values are the only way to adjust accelleration that I know of. I believe it is an engine limitation.

You can have less weight and therefore a quicker takeoff I think, but there are sideeffects of bad handling, what I ended up doing with the hilux was just having a huge maxspeed value. This worked out ok as it still took time to reach the maxspeed of 300, but the low-end pull was a lot better.

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Regarding the rpm and "Volant." I added a rmp gauge on a bike I'm editing, redefined "Volant" with all the gauge components as well as the front fork of the bike, and it moves with the front wheel/fork as I turn. However, I can't get the headlights working correctly at all so I cannot comment on their movement.

And I just noticed that the previous post was quite a bit late, and as such, what I said is quite likely irrelevant. Oh well.

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