Hello everyone, a new CSP has been released and the Gravel can now be used better, but there is great confusion in all this, some say that dirt_additive you have to change the values and in friction raise it to 0.90, before this parameter was asphalt, the dirt_additive used to be for the mark of the gravel ride, they also say that in case it doesn't work, put, _EXT_SURFACE_TYPE=GRAVEL in surface.ini on the gravel surface. With this it should be worth it, apart from the car of course, which is the only thing that is created to test them. But I see that it doesn't have much effect or I won't be able to configure it. Thank you very much
Here's what I have pieced together so far... As usual it's chinese whispers. How to create a track with Gravel Physics To configure gravel physics in surface.ini, you have two straightforward options: Set DIRT_ADDITIVE greater than 0.7. Alternatively, set FRICTION less than 0.9 and DIRT_ADDITIVE greater than 0.3. For the surface WAV file, you can either leave it blank or use gravel.wav. Using grass.wav or sand.wav will activate grass or sand surfaces respectively. Here is an example: [SURFACE_0] KEY=GRAV FRICTION=0.89 DAMPING=0 WAV=gravel.wav WAV_PITCH=1.3 FF_EFFECT=0 DIRT_ADDITIVE=1 IS_VALID_TRACK=1 BLACK_FLAG_TIME=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 * And from what I understand so far; (not facts just putting together bits of information in broken english) _EXT_SURFACE_TYPE=GRAVEL goes as the last entry underneath all of the above where I have placed an asterix. "*" They either have implemented or plan to use this to force gravel and other surfaces sound files and hopefully remove tarmac tyre squeal from occuring at unwanted times. Having said all that, the tyres they're using have crazy grip, arcade gran turismo spec so I am hoping someone that has actually driven a car on dirt makes some tyres or I will be looking at porting my tracks to BeamNG instead.
Dirt additive before I think now because I used it and I've seen that it's still the same. A 1 is for gravel and it releases a lot of dust and marks the tires and if you lower it to 0.3 it releases less dust and does not mark the tires
Hi! I am working on a historic 1930s Pikes Peak from scratch based on downloadable LIDAR data from Colorado State. It is nearly finished but I am struggling with this "DIRT_ADDITIVE" parameter: If I set it to bigger then zero, the tires will add up dirt continously until they are stuck with dirt and lose maybe 30% grip. The higher you set it the faster it adds up. So on a track longer than 2km your tires are gone no matter how low you get with the parameter. Only "0.0" is OK. Problem is: I don´t get any dust behind the wheels anymore. How can I create that?
I tried it on my Pikes 1930´s gravel track: Tires get stuck with dirt after ca.300m @1.0 / ca.800m@0.3 / ca.2.7km@0.1. The screenshot attached is only the thumbnail - have to reupload. I have no clue how far the friction gets reduced - and if it is the same amount for DX and DY - but is very bad for my tires development as my parameters in the tires .ini are totally useless after that. It can be set at any value>0 I set it to 5 for the soft gravel on the edge so you have to avoid cutting the corners or your tires get dirty within a few meters. But as I said: I now have no dust clouds behind the car and it looks like Pikes in 1994 after the use of dust blockers on the gravel. But I need the dusty surface of the 1930´s So I am not happy. I set the friction to 0.7 and the tire DXref to 0.9 this way I get within the 16:30 minutes that Glen Shultz or Louis Unser achieved. The car (Maserati 8C-2800) is set to 65% engine power to simulate the power loss within the high altitude. Better drivers might go below the 16:00