Tips for OWR physics
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Tips for OWR physics
I've been trying to run my own personal IndyCar-like offline series, and have been trying methodically to ameliorate the racing to make it as good of IndyCar-like racing as possible. I know messing with the track grip is the first step, but is there anything else I should tinker with afterward?
I've had problems at certain road courses [St. Pete, Belle Isle, etc.] that the AI will cause a caution after every start/restart by wrecking in the same spot every time. Is there any way to reduce that? Also, because I don't want to increase the drafting distance on ovals too terribly much, is there any way to reduce pack racing at ovals [Indy, Eurospeedway, Fontana, etc.]?
I've had problems at certain road courses [St. Pete, Belle Isle, etc.] that the AI will cause a caution after every start/restart by wrecking in the same spot every time. Is there any way to reduce that? Also, because I don't want to increase the drafting distance on ovals too terribly much, is there any way to reduce pack racing at ovals [Indy, Eurospeedway, Fontana, etc.]?
nascarfreak88- Shop Sweep
- Posts : 24
Join date : 2011-08-08
Re: Tips for OWR physics
I apologize about the double post, but I've also noticed that after I edit the tracks (I only touch drag, grip, and start point), when cars head to pit lane and make their stop, they will sometimes stay stuck in their stall and do a little dance [Fontana 2014 Night, Pocono 2012]. Any help with this issue would also be appreciated.
nascarfreak88- Shop Sweep
- Posts : 24
Join date : 2011-08-08
Re: Tips for OWR physics
The "dance" (called popcorning) is a result of too much grip.
Also... are using actual OWR physics or PTA physics?
Also... are using actual OWR physics or PTA physics?
Re: Tips for OWR physics
So to fix the problem, should I lower the grip and compensate for that by lowering the drag?
I'm using .pta physics by the way. I'm using the DW12 mod testing all this.
I'm using .pta physics by the way. I'm using the DW12 mod testing all this.
nascarfreak88- Shop Sweep
- Posts : 24
Join date : 2011-08-08
Re: Tips for OWR physics
nascarfreak88 wrote:So to fix the problem, should I lower the grip and compensate for that by lowering the drag?
I'm using .pta physics by the way. I'm using the DW12 mod testing all this.
That's a good place to start, anyway.
Re: Tips for OWR physics
Awesome, thanks Cynon. What else would you recommend tinkering with?
Also, what do you recommend for preventing cars wrecking in the same corner pretty much every lap on road courses?
And also one more thing, is there anything I can do to reduce pack racing on ovals?
Also, what do you recommend for preventing cars wrecking in the same corner pretty much every lap on road courses?
And also one more thing, is there anything I can do to reduce pack racing on ovals?
nascarfreak88- Shop Sweep
- Posts : 24
Join date : 2011-08-08
Re: Tips for OWR physics
nascarfreak88 wrote:
Also, what do you recommend for preventing cars wrecking in the same corner pretty much every lap on road courses?
I would say increase slipcurve, but that may influence in other things, it pretty much depends on the track you're using.
nascarfreak88 wrote:
And also one more thing, is there anything I can do to reduce pack racing on ovals?
You can increase the bunching, pace and drafting distances, but i'm not too sure if it would work well.
bsoyuz- Legend
- Posts : 2773
Join date : 2013-11-29
Age : 25
Location : São Paulo, Brazil
Re: Tips for OWR physics
bsoyuz wrote:You can increase the bunching, pace and drafting distances, but i'm not too sure if it would work well.
I have done this, and it does work really well in terms of keeping the cars somewhat realistically far back and keeping cars from passing too often, but the pack racing still happens.
nascarfreak88- Shop Sweep
- Posts : 24
Join date : 2011-08-08
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