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Arma 3 Cars Config Guidelines
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Arma 3 Cars Config Guidelines
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===Basic parameters=== Following parameters are defined in vehicle class. *<Description>: Defines simulation type of the vehicle. PhysX simulation ends with letter "x", "carx", "tankx" ... *''<Type>: string'' *''<Default>: (required)'' *'''simulation = "carx";''' *<Description>: Defines how much dampers react to random little bumps on surface. It's only visual effect, doesn't influence drive simulation, only taken into account when calculating damper animation. *''<Type>: float'' *''<Default>: 0.0'' *'''dampersBumpCoef = 0.3;''' ====Differential parameters==== ''' Make sure you use values in the specified range to prevent PhysX errors *<Description>: A number of differential types are supported: 4-wheel drive with open differential, 4-wheel drive with limited slip, front-wheel drive with open differential, front-wheel drive with limited slip, rear-wheel drive with open differential, rear-wheel drive with limited slip. *''<Type>: string; accepable values: "all_open", "all_limited", "front_open", "front_limited", "rear_open", "rear_limited"'' *''<Default>: "all_limited"'' *'''differentialType = "all_limited";''' *<Description>: If a 4-wheel drive differential is chosen (open or limited slip) this option allows the drive torque to be split unevenly between the front and rear wheels. Choosing a value of 0.5 delivers an equal split of the torque between the front and rear wheels; that is, the total torque delivered to the front wheels is equal to the total torque delivered to the rear wheels. Choosing a value greater than 0.5 delivers more torque to the front wheels, while choosing a value less than 0.5 delivers more torque to the rear wheels. This value is ignored for front-wheel drive and rear-wheel drive differentials. *''<Type>: float'' *''<Range>: (0,1)'' *''<Default>: 0.5'' *'''frontRearSplit = 0.5''' *<Description>: Limited slip differentials work by only allowing a certain difference in wheel rotation speed to accumulate. This prevents the situation where one wheel is slipping but ends up taking all the available power. Further, by allowing a small difference in wheel rotation speed to accumulate it is possible for the vehicle to easily corner by permitting the outside wheel to rotate quicker than the inside wheel. This parameter describes the maximum difference in wheel rotation speed that is allowed to accumulate. The front bias is the maximum of the two front-wheel rotation speeds divided by the minimum of the two front-wheel rotation speeds. When this ratio exceeds the value of the front bias the differential diverts torque from the faster wheel to the slower wheel in an attempt to preserve the maximum allowed wheel rotation speed ratio. This value is ignored except for front-wheel drive or four wheel drive with limited slip. A good starting value is around 1.3. *''<Type>: float'' *''<Range>: >= 1.0'' *''<Default>: 1.3'' *'''frontBias = 1.3;''' *<Description>: This is similar to frontBias except that it refers to the rear wheels. This value is ignored except for rear-wheel drive or four wheel drive with limited slip. A good starting value is around 1.3. *''<Type>: float'' *''<Range>: >= 1.0'' *''<Default>: 1.3'' *'''rearBias = 1.3''' *<Description>: This value is similar to the frontBias and rearBias, except that it refers to the sum of the front wheel rotation speeds and the sum of the rear wheel rotation speeds. This value is ignored except for four wheel drive with limited slip. A good starting value is around 1.3. *''<Type>: float'' *''<Range>: >= 1.0'' *''<Default>: 1.3'' *'''centreBias = 1.3''' * <Description>: This describes how strongly the clutch couples the engine to the wheels and how quickly differences in speed are eliminated by distributing torque to the engine and wheels. Weaker values will result in more clutch slip, especially after changing gear or stamping on the accelerator. Stronger values will result in reduced clutch slip, and more engine torque delivered to the wheels. This value is to be edited only for very fine tweaking of the vehicle. Some clutch slip can be attributed to the numerical issues in the simulation at large timesteps, while some is a natural consequence of driving the car in an overly aggressive manner. A value of 10 is a good starting point. *'' <Type>: float'' *''<Range>: >= 0'' *'' <Default>: 10.0'' *'''clutchStrength = 10.0;''' *<Description>: Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. *<Type>: Array[i] where i = number of gears *<Range>: (0,1) *<Default>: 0.95 for every value (Neutral = 0.15 Not sure how important this is but we want to kick out of neutral very quickly) *changeGearMinEffectivity[] = {0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95}; *<Description>: The switch time describes how long it takes (in seconds) for a gear change to be completed. It is impossible to change gear immediately in a real car. Manual gears, for example, require neutral to be engaged for a short time before engaging the desired target gear. While the gear change is being completed the car will be in neutral. A good trick might be to penalise players that use an automatic gear box by increasing the gear switch time. *<Type>: float *<Range>: >= 0 *<Default>: 0.01 *switchTime = 0.31; *<Description>: Set the latency time of the autobox, specified in s. Latency time is the minimum time that must pass between each gear change that is initiated by the autobox. *<Type>: float *<Default>: 2.0 *latency = 1.0; ====Engine parameters==== * <Description>: Power of the engine in kW. *''<Type>: float'' *''<Default>: (required)'' *'''enginePower = 600;''' *<Description>: This is the maximum rotational speed of the engine expressed in radians per second. It could be calculated from maximum engine RPM like this: maxOmega = (maxRpm*2*Pi)/60. *''<Type>: float'' *''<Range>: > 0'' *''<Default>: 600 which is cca 6000 rounds per minute.'' *'''maxOmega = 600;''' *<Description>: This is the maximum torque that is ever available from the engine. This is expressed in Newton metres. A starting value might be around 600. *''<Type>: float'' *''<Range>: > 0'' *''<Default>: value calculated from enginePower according to http://en.wikipedia.org/wiki/Horsepower#Relationship_with_torque'' *'''peakTorque = 600;''' *<Description>: These three values are used to compute the damping rate that is applied to the engine. If the clutch is engaged then the damping rate is an interpolation between dampingRateFullThrottle and dampingRateZeroThrottleClutchEngaged, where the interpolation is governed by the acceleration control value generated by the gamepad or keyboard. At full throttle dampingRateFullThrottle is applied, while dampingRateZeroThrottleClutchEngaged is applied at zero throttle. In neutral gear the damping rate is an interpolation between dampingRateFullThrottle and dampingRateZeroThrottleClutchDisengaged. The three values allow a range of effects to be generated: good acceleration that isn't hampered by strong damping forces, tunable damping forces when temporarily in neutral gear during a gear change, and strong damping forces that will bring the vehicle quickly to rest when it is no longer being driven by the player. Typical values in range (0.25,3). The simulation can become unstable with damping rates of 0. *''<Type>: float, float, float'' *''<Range>: > 0 for each'' *''<Default>: 0.08, 2.0, 0.35'' *'''dampingRateFullThrottle = 0.08;''' *'''dampingRateZeroThrottleClutchEngaged = 2.0;''' *'''dampingRateZeroThrottleClutchDisengaged = 0.35;''' *<Description>: This is a graph of peak torque versus engine rotational speed. Cars typically have a range of engine speeds that produce good drive torques, and other ranges of engine speed that produce poor torques. A skilled driver will make good use of the gears to ensure that the car remains in the "good" range where the engine is most responsive. Tuning this graph can have profound effects on gameplay. The x-axis of the curve is the normalised engine speed; that is, the engine speed divided by the maximum engine speed. The y-axis of the curve is a multiplier in range (0,1) that is used to scale the peak torque. The samples do not have to be equally spaced apart. You can distribute the points between both 0% rpm and 100% rpm points as you wish. *''<Type>: Array[i][2] where i = number of samples, maximum 8;'' *''<Default>: {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}'' *'''torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}};''' Note: you can also use math in this definition, here is the same example from above using this technique: *'''torqueCurve[] = {{"0/2400", "80/100"}, {"792/2400", "100/100"}, {"2400/2400", "80/100"}};'''
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