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Load sensitivity node properties are ânoLoadCoefâ, âfullLoadCoefâ and âloadSensitivitySlopeâ
Tireâs overall grip is reduced with increased load
Lightly loaded tires have comparably more traction. This means less inside wheel spin with throttle in corners.
The cars behavior and balance at the limit is more progressive, cars do not âtank slapâ as much when trying to recover from a slide
Cars can brake/accelerate with some 5-10% more force than they corner, because the wheelbase is longer than track, weight transfer reduces grip less in the longitudinal direction.
Camber affects maximum grip in a more accurate way, because loading the outside tire nodes excessively, reduces grip due to load sensitivity.
Vehicles, especially tall ones, are less likely to roll after hitting curbs or off camber situations, because the extreme camber reduces the grip through load sensitivity on the outside tire nodes.
Rolling resistance reduced another 10-30% by improving the node to ground collision code
Increased aero drag to compensate for reduced rolling resistance
Nodes have a new âsoftnessCoefâ property, which changes the rubberâs hysteretic behavior. This allows them to be more sticky in transient situations. When used in wheels, this improves steering response and makes the tire less likely to be shocked loose from the road by sudden input or a bump etc. It can also reduce loss of grip at high speeds (250+km/h) to a basically negligible amount.
Tires have a tread coefficient that represents how well treaded the tire is (Slick = 0, mud tire = 1) we multiply this against a roughness coefficient in each ground type (mud has a high roughness, asphalt has very little) this means that a mud tire now works well in mud but mediocre on pavement, a slick works well on pavement but horribly on mud. Similar for other ground models.
Choosing the correct tire for the surface is more important now, as off road tires will perform well off road but not so much on asphalt, and slicks will be great on asphalt but practically useless in mud.
Gridmap: Jumps, Offroad, Skycurve 1&2, Slalom, Suspension Race, High Speed Circle
Calculates speeds on segments through analytic forms.
Places target along planned path at a distance from the vehicle proportional to the vehicleâs speed.
Added new vehicle: Ibishu Hopper (more mod parts and variants coming in the next update)
LeGran: Added trunk spoiler/luggage rack for Sport model and landau roof for Luxe model
200BX: New suspension geometry and alignment, aero tuning, reduced power of stage 1 turbo, removed wing from âDriftâ config to improve predictability, added wing to âDemonâ config, made âNomiâ and âBlastRâ skin colorable, added âTuningStudioâ skin
Bolide: Aero tuning, suspension tuning and alignment, 390GTR uses sport tires, more engine inertia, less exhaust smoke
ETKI: added âKnallhartâ variant, added âRotopadâ skin
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Sunburst: New suspension geometry and alignment adapted from accurate sources, aero tuning
ETK800/ETK-K: New suspension geometry and alignment adapted from accurate sources, suspension strengthening, aero tuning, added engine efficiency table
SBR4: New suspension geometry and alignment, suspension strengthening, aero tuning
D-Series: Added new crew cab variants with longer frame, added rectangular roof lights part, fixed front axle torque reactions, fixed some discrepancies between D and H series frames, added engine efficiency table
H-Series: Added âRoof Partsâ, âBeamComâ configuration, âBeamComâ skin, added rectangular roof lights part, fixed front axle torque reactions, fixed some discrepancies between D and H series frames, added engine efficiency table
T-Series: Deformation and strength tuning of Dump Bed Upfit, fixed some problems with fuel tanks
Pigeon: Speedometer now ignores stabilizer wheels speed
Miramar: Fixed door glass breakgroup, reduced weight of race rear axle
Legran: Improved race suspension, added tuneable rear alignment settings
Lightbars: Cleanup, Improved âETK800 Lightbarâ model, added flares, improved materials, implemented custom lightbar patterns
New prop: Weight Pad
Revamped tire tuning: 200BX, Bolide, ETK800, ETK-K, Hopper, SBR4, Semi and Semi Trailers, Sunburst, all off-road tires
Increased steering stiffness on all cars for better response
Vehicle lift and drag scaling tuned to suit aero physics changes
Added fuel tank leak beam to all tanks, now fuel level will drop when tank is broken
Removed beam highlights in fuel tanks and roll cages, people mistook them for broken beams
Tweaked asphalt ground model to better suit new tire model work
Added roughness and treadCoef to groundmodels and tires (now dirt tires work better in dirt, race tires work better on asphalt etc)
Tuned mud and sand ground models with shearStrength and roughness, now deep mud and sand are much more difficult to traverse without good ride height and off road tires.
Fixed automatic and CVT transmissions sapping power in reverse
Added electricServo powertrain device, can act directly on wheels and rotators to control angle
Fixed engine thermals bug where starting a stalled engine would heat it up
Fixed DCT-Transmission failing to load sometimes
Added user setting for disabling the shift prevention of automated transmissions
Post-Crash-Brake now disables itself after being triggered a few times (circumvents issues with excessive skeleton vibrations triggering it)
Gearbox behavior now persists across reloads
Fixed some issues with bool values in props
Fixed issue where TC would not recognize the correct number of propulsed wheels
Clutches now default to closed if not controlled via electrics
Fixed issue where dT wasnât correctly passed to controller physics updates
Fixed issue where a forced dummy controller wasnât properly referenced as the main controller of a vehicle
Included ESC stiffness calibration app in public release
Reworked brake code, now with new and much better ABS
Improved turbocharger input value safe guarding
Fixed a bug where wheels without tires would use a wrong wheel radius for wheel speed measurement
Engine stall state is now part of the streams being sent to the UI
Reworked all turbos to have a much more realistic response
Fixed auto shift point calculations
ETK800/K now shift faster
Fixed DCT going into non existing gears
Automatic transmissions now look at the torque converter output speed for shift decisions
H-shifter usage now switches to realistic gearbox behavior
Reworked rotators so they can be individually braked
ESC is now an actual powertrain controller
Cleaned up UI app categories
Gear damage is a bit more forgiving in regards to using to clutch
Increased clutch smoothing rate for keys
Implemented ETK800 digital gauge logic
Implemented âpowersteeringâ prototype, not used by default
Fixed bug where radiator damage appeared even if no radiator was installed
Added electrics value/âsimplefunctionâ for 4wd and rangebox status
Fixed air cooled engines throwing errors about a missing radiator
Added a prototype âdrift modeâ to the sunburst ESC
Improved partial throttle turbo response
Broken fueltanks now slowly drain (no visuals)
Reworked large spinner and large roller to use the powertrain and controller features
Added engine load display to simple engine debug app
Reworked shaft inertia calculation to support rotating objects (wheels, etc) in any orientation
Implemented ability to manually turn off the engine in arcade mode
Added hazard signals to post crash brake
ESC/TC mode now persists across vehicle reloads
Added standalone âairplane surface controllerâ that can be used by mods to easily control airplane surfaces
Fixed engine load not working properly when idling
Fuel displays now show an empty state when no tank is installed
Fixed torque converter lockup looking at engine rpm instead of gearbox input rpm
Improved turbocharger BOV logic
Node debug modes now show the actual current mass, not the initial mass from jbeam
Fuel starved engines can now be restarted if they have been refueled.
Made it possible to replace an already loaded mainController with a custom controller
Added ability to have custom turbo, supercharger and thermals code for the combustion engine
Powertrain now calculates the cumulative gear ratio across the whole tree
Implemented ETK800 Gauge screen logic
Added ability to manually turn an engine off from Lua
Fixed scenario freezer not working with vehicles without an engine
Added electrics source for radiator fans
Fixed infrequent render crashes
Fixed infrequent invalid render states
Fixed crash on UI when the game is running in background for some time
Optimized broken flexmeshes.
Fixed bug in color palette shader causing black artifacts
Fixed missing crash reports in support tickets
Added support for per level Lua extensions
Added Lua module dependencies which inform the game of which modules a module depends on and enforces processing order. A module is processed after all itâs dependencies.
Only modules needed per game mode are loaded now.
Greatly improved browsing speed of meshes in the game editor, it should be several times faster now
Optimized file system search algorithm. Computers with slow disks will benefit the most from this
Optimized iteration of directories with large amounts of files inside, and fixed crashes due to a memory leak in extreme cases
Exposed new Lua function âcastRayâ, which can be used in the game engine thread to detect obstacles (will impact performance, use with caution)
Fixed rare crash of camera code when no vehicle is present
Fixed rare crashes when spawning or removing vehicles
Logging fixes: fixed missing log lines, crashes
Filesystem fixes: some APIâs were not working correctly, using findfiles now instead of walking directories
fixed lots of potential problems using static analysis
Improved backward compatibility for windows 7
Fixed memory corruption in forest file
Start unifying the file names: filename.contenttype.formattype. I.e. main.level.json
Improved nodegrab legend
Fixed UI crashes, corrupt log files, etc
Greatly reduced memory allocations in human readable file size string representation API
33 people from all over the world worked on this update đ
3742 changes since last update, averaging around 47 changes per working day
