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Forza 5 - Jelly Cars, Boneshakers and general mucking about
Posted:
Fri Nov 29, 2013 12:09 am
by mungewell
When tuning turns deliberately bad....
Hopefully we'll have some form of in-game tuning soon, at the moment you have to edit files by hand.
Simon
Re: Forza 5 - Jelly Cars, Boneshakers and general mucking ab
Posted:
Fri Nov 29, 2013 4:59 pm
by mungewell
Re: Forza 5 - Jelly Cars, Boneshakers and general mucking ab
Posted:
Fri Nov 29, 2013 5:49 pm
by jjsca
Re: Forza 5 - Jelly Cars, Boneshakers and general mucking ab
Posted:
Fri Nov 29, 2013 6:38 pm
by mungewell
That's a big long list! I don't fancy coding that menu... but most of those are already handled by the sim engine. So if you wanted to trim these you could. I think you need to copy the installed car's XML into your '.speed-dreams-2' folder (can someone confirm exactly where?) and then tweak away.
The way the parameters work is that various files are loading in sequence and the values/ranges are 'merged' to end up with a final value to use.
When in the garage menu I would think that the most sensible approach is to have the user work on the current car, and have the ability to save settings off to a 'backup' on disk. The for a particular race, the user can select to reload a 'backup' setting or restore to default.
The tire selection is interesting as a future feature. At present there are parameters for tires, for example:
Perhaps we can pre-define some parameters to model road/slicks/wet-weather tires to be easily imported during tuning.
Simon
Re: Forza 5 - Jelly Cars, Boneshakers and general mucking ab
Posted:
Thu Dec 05, 2013 11:35 pm
by mungewell
Tuning by adding files in the user config directory does not work properly. I've entered a bug here:
Simon
Re: Forza 5 - Jelly Cars, Boneshakers and general mucking ab
Posted:
Fri Dec 13, 2013 10:36 pm
by mungewell
I found this video of an rfactor mod for the NSX very interesting. Lots of ideas of the scope we should look for when providing some tunability.