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# NAME: basic
#
# this file gives you raw & unaltered force as integrated by physics engine
# acting on steering rack of the vehicle physical model
# Summing these two valuee effectievly gives you rackforce.
#
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###arm_force -- equivialent of "max force at steering rack" in ams1

###lockstop, overall strangth, stiffness, damping


(custom_lock_stop 1.0)

#sum fl_steering & fr_steering matrix values here


#(arm_force ( + FL_tierod FR_tierod))

#above left and right rack are axial forces in tierods. To project them to rack,
multiply by respective left right below "rack proj"
#FL_rack_proj
#FR_rack_proj
#arm force is that same thing, already done in game. If left / right need
manipulation, exposed them "un projected" here.
#(rack_force ( + ( * FL_tierod FL_rack_proj ) ( * FR_tierod FR_rack_proj)))
# rack_force = FL_rack_left * FL_rack_proj + FR_rack_righ * FR_rack_proj

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#
#
#Some constants
#
##general multipliers (from ams1)
(max_overall_force 11500.0)
(recip_force ( / 1.0 max_overall_force))

(mass_damper ( * M_smooth_samples 3.0))

(arm_force_smooth ( spring arm_force 200000 0.2 mass_damper))


(arm_force (if M_smooth_samples arm_force_smooth arm_force))

#mfasr scaler
(rack_scaled ( * arm_force ( / max_overall_force M_max_force_at_rack)))
(rack_scaled ( * rack_scaled recip_force))
(rack rack_scaled)

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#PARKING LOT FORCE :)

(parkingForce (* parkingForceMult rack))


(parkingForce (* parkingForce (crossover et 0.0 5.0)))
(parkingForce (* parkingForce (- 1.0 (crossover vel_mag 0.0 7.0))))
(rack (* rack (crossover vel_mag 0.0 5.0)))
(rack (+ rack parkingForce))

(output rack)

# Scaler as informational only, doesnt affect output -


(scale_window_init 10.0)
(scale_window_nominal 2.0)
(scale_soft_clear_t 10.0)
(scale_min 0.2)
(scale_max 2.0)
(scale_blend_t 2.0)
(signal_scale output
1.0 1.0 1.0 1.0 1.0
0.0
0.0 0.0)

######################################################
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##(LOW FORCE BOOST)
################

(output ( lfb output 0.15))

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(doom_check output)

#allow 30% headroom


(headroom ( - 0.7 gain))
(clipTo ( + 1.3 headroom))
(clipTo ( if headroom 1.3 clipTo))

(output (hard_clip output clipTo))

(output (* output gain))

#third info container used for output (before lockstops, after clipping and gain)
(info3 (smooth output 0.7))

#lock stops. not advised to edit stiffness or espcially damping


##decrease lockstop stiffness when standstill
(park_lockStop ( + 0.5 ( * 0.5 (crossover vel_mag 0.0 3.0))))

(stiffness 3.0)
(damping 5.0)
#adjust stifness based on overall ffb gain from game.
(gain_scale ( - 1.3 gain))

#adjust stiffness and damping separate, based on vehicle steer ratio (1:10 taken as
"nominal" ratio, downscale below, above leave intact)
(ratio_scale ( / steer_ratio 10.0))
(ratio_scale ( min ratio_scale 1.0))
(stiffness ( * stiffness 0.5 ratio_scale))
(damping ( * damping ratio_scale))

(custom_lock_stop ( * park_lockStop custom_lock_stop gain_scale))

(stops (bumpstop output 0.1 stiffness 0.14 damping))


(output (+ output (* stops custom_lock_stop )))

(histogram output)

#third info container used for output (before lockstops)


(info3 (smooth output 0.7))

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