can someone just take care of the dude atp if the mods aren't gonna do it we might as well, like idegaf anymore. i'm not arguing i think kagoni knows this dude is fuckin retarded
What would make me happiest is if everyone worked together in harmony and shook hands if needed. At the very least, to respect one another. Yes, that would be beautiful.
I found another missing piece of why BeamNG tyre feels unrealistic! And this has more to do with how BeamNG manipulate tyre's load sensitivity. Currently Beam has a lookup table for how much load reduces a tyre node's grip coefficient so virtually the tyre losses grip instantly when it is starting to load up, whereas irl a tyre loads up, grip, then let go. This explains why trail braking feels too safe and often causes understeer easily as soon as you go over the grip limit, instead of feeling that the rear tyres are loosing instantly. According to research, load sensitivity is also distance-dependent as well so a sliding tyre gradually increases its load-sensitivity once in a slide, which is also a thermals induced effect. A tyre doesn't instantly loses grip when loaded, and doesn't instantly grips up when unloaded. Irl when you slam the brakes, the front tyres don't react to load-induced-grip-loss as instantly as Beam, so in a short moment the car has time to fully load the fronts and let loose the rear a lot more than in beam. This also explains the FFB problem which it just feels loose as soon as the tyre has entered sliding region, irl the tyre loads, flex, load more and then snaps; In Beam the tyre loads, instantly reduced grip due to load sensitivity, then doesn't load up more and starts sliding instantly. Also this explains why irl shitty tyres can still flip a car in a moose test, whereas in Beam shitty tyres are just slippery and every road car or even SUVs, Pickups just feel planted to the ground (except trucks and tall vehicles that naturally tips easily). I'm currently finding a good way to make it possible to correct this behaviour with the least performance loss cuz right now basically this model needs to run at 2000hz to instantly correct what Beam's native load-sensitivity-grip-system is doing wrong, and that makes it really CPU intensive. I'll continue on updates in regards to this researching objective, and any feedbacks are appreciated!
I always thought that the game only using a mere "loadSensitivity" value would be a massive oversimplification. This forced driving habits that would be, let's just say... very unhealthy. One of my biggest pet peeves w/ BeamNG's tires. Glad you found out the science behind it !
Performance issue: KTS runs tyre simulation on AI traffic vehicles Hi Kagoni, I found a pretty significant performance issue when using KTS with BeamNG traffic. KTS appears to run its continuous tyre simulation on every spawned vehicle, including AI traffic. With multiple traffic cars spawned, this caused a large FPS/CPU performance hit on my system. I tested modifying luukstyrethermalsandwear.lua so the continuous simulation only runs on the player-controlled vehicle. I added this check at the beginning of updateGFX(dt): if not (playerInfo and playerInfo.firstPlayerSeated) then return end and also added the same check to updatePhysics: M.updatePhysics = function(dt) if not (playerInfo and playerInfo.firstPlayerSeated) then return end M._rallyDirt.updatePhysicsRoute(dt) M._gripRefresh.updatePhysics(dt) end After making those changes, the traffic-related performance problem disappeared for me while KTS continued working normally on the vehicle I was driving. It might be worth adding an official "Player Vehicle Only" option, or automatically skipping the expensive simulation on AI/traffic vehicles. Ideally KTS could still initialize on every vehicle so switching vehicles with Tab works, but only run the continuous tyre calculations while that vehicle is player-controlled. Just wanted to report this because it made a very noticeable difference with traffic enabled. Thanks for the mod!
Hi! Thanks a lot for the feedback! I'll make this a feature to be toggleable in experimental in the upcoming bug-fix update as some cars are reported to have exploding tyres so will fix that asap. Thanks!
Great mod, feels awesome both on a DD wheel and a gamepad. A couple of things I'd like to add: 1. I really wish the "Tyre model tuning" window could be moved around the screen. 2. I would really love a button that instantly resets the tires to their original state (temperature, wear, etc.). I know there’s a pit stop mode, but the waiting time is annoying, sorry. 3. Wear rate resets to 100% after every respawn. It would be great if there was a button to save settings for each car, or just fix the bug where it resets to 100%. Manual tire profile also resets to its original state.
Another vehicle now has problems with overheating tires and exploding tires: Hirochi Sunburst Trackday, also Hirochi SBR4 Trackday. BTW: this tyre mod with The Talking Bath Tires is really excellent.
I believe this is something that only started happening recently because I've had every version of this mod up to the latest one and this only started happening when I loaded up the game with v151, at first I thought it was the police traffic because sometimes it causes some lag, but luckily I opened up this thread and found your comment.
Hey guys! I've been working on new features and experiments and it seems to be taking way more time than expected, so I've decided to do bug fixes first around tomorrow, thanks for being patient on waiting for updates!
I just did this too for a temporary fix and ngl, I didn't expect myself to notice that much of a difference for casual driving around in career mode I had to come back to your post and fix it to have the mod again it makes driving around so much more fun
Hi and thanks for the mod. I noticed that tire exploding problem with some hillclimb and track cars. Is there some manual way to fix it temporarily if I want to use the default tires?
I quote myself: Bug? Vehicle: Bruckell Bastion HotLap Special (M) The slicks instantly heat up to 300+ degrees and burst upon driving off. If i turn off "Live tread physical stiffness", the problem is gone.
Sorry for the wait! It assignment week for uni so the half worked bug fix is still not thoroughly tested for every car yet, I’ll post the update here asap for more feedbacks, thank you all for the suggestions and bug reports!
New fix is out! I have tested the new feature of automatically disabling Live Tread Stiffness with a manually overwritable blacklist system under EXPERIMENTAL section after a lot of testing with mods and default cars. The main problem is still that a generic equation cannot correctly solve ALL kinds of stiffness-damping relationships on race tyres and that makes it hard to be a fully workable feature. There has been way too much testing and efforts put into this one function and so I decided that it's time to move on from this part. The requested fix of turning off automatically on traffic/idle cars is also implemented, and you can change it under EDXPERIMENTAL as well. I've also experimented draggable menu but it seems to be way too hard to implement cleanly and be very buggy in the few early versions so unfortunately this feature probably will not exist any time soon. New actual physical features are still being tested and researched so please look forward to new versions soon, thank you!
could you add an option to set wear enabled to default? also a quick suggestion: add support for rls career overhaul, since it now has built in support for luuks tyre thermals and wear and for mods that use its API
Hi! The wear should default to your initial settings so if your last option was ON it should stay ON when the app initilize. Also as rls already has their own wear and thermals I probably wouldn't make intergration for it soon, thanks for the suggestions tho!