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how to set a constant grumble/noise in the Surfaces.ini

Hello!
I´m trying to set the physics for a track of concrete slabs on an airfield.
The slabs are 4x6m and already have some random level changes of +-1cm - that gives me a somehow OK-feeling regarding the bumps from the slab edges.
But the slab surface itself is totally smooth and I would need some constant grumble in the wheel to simulate the rough concrete surface of ca. 5..10mm spikes every 5..10cm.
Creating a real mesh with such fine subdivision would cause an immense amount of vertices - so I hoped that there would be a way to generate some "synthetic noise" and lay this on top of the bumps of the "real mesh" with its 4x6m slabs.

I set the surfaces.ini to
[SURFACE_0]
KEY=CRETE
FRICTION=0.93
DAMPING=0
WAV=
WAV_PITCH=
FF_EFFECT=1
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=
SIN_LENGTH=
IS_PITLANE=0
VIBRATION_GAIN=0.8
VIBRATION_LENGTH=0.8


but it didnt do anything .
Is there another way? Or did I do something wrong?

I would be very happy if somebody would give me a hint.
Thank you for helping me out
 

Mitch9

Member
Vertex count is not an issue as long as you split the mesh into high-poly physical/ low-poly visual and you split up the physical into small sections (less than 10k verts)

Otherwise, IIRC you need to play around with SIN_HEIGHT and SIN_LENGTH

try something like 0.005 for height and 0.1 for lenght then go from there. TBH I dont know if the scale is in meters or what,
Also I don´t know if these noise depends on having the FFB effects sliders up in the settings menu, maybe check that too in case you still dont feel a thing.
 
Thank you for the adivse.
I think I will give it a try with the mesh - although this will create a huge physics kn5- it s only little work.
I already played around with the SIN_HEIGHT - as I understood that means "sinus wave" but it made the car sink into the surface like a ship - so it would rather mean "SINK IN" like creating a soft ground or so - but I don´t know for sure.
Is there a posibility to set a "FFB noise" within CSP???
I didn´t find any info yet.

Thanks for helping :)
 

fughettaboutit

aka leBluem
Thank you for the adivse.
I think I will give it a try with the mesh - although this will create a huge physics kn5- it s only little work.
I already played around with the SIN_HEIGHT - as I understood that means "sinus wave" but it made the car sink into the surface like a ship - so it would rather mean "SINK IN" like creating a soft ground or so - but I don´t know for sure.
Is there a posibility to set a "FFB noise" within CSP???
I didn´t find any info yet.

Thanks for helping :)
when sunken too deep, you have set sin_height to high, you are probably already in the 10th centimeters, like Johnr said, use smth like 0.0025 are 2.5 cm
and if you make sin_len tiny too, like 0.005, then tyre has no room to sink in...
 
when sunken too deep, you have set sin_height to high, you are probably already in the 10th centimeters, like Johnr said, use smth like 0.0025 are 2.5 cm
and if you make sin_len tiny too, like 0.005, then tyre has no room to sink in...
Ah! That seems better , as I had about 0.2 for both.
I will give that a try, as I am still in fear about the millions of vertices for the 5cm mesh.
 

Fuzo

Member
SIN values in surface.ini:
  • SIN_HEIGHT: simulates a bumpy road. This defines the height of the bumps in meters.

  • SIN_LENGTH: simulates a bumpy road. This defines the length of the bumps. 1 = 1 meter, 2 = 0.5 meter, 0.5 = 2 meter
This can recreate any bumpy surface like kerbs, but it is linear, no randomization to it, so the sine will be always same length and height.
 
Thank you for clarify! This is really great.
I had absolutely no idea about these values .
As I had set the length to 0.002 - the wave became like hundrets of meters long and this way the car did just sink into the ground for a long way.

Is there a comparable definition for the Vibration gain and length?
As this is also completely guess work for me
 

fughettaboutit

aka leBluem
Vibration values are marked as unknown in my source so no idea what it does, but I guess it will work with the same values as SIN values.
Thank you for clarify! This is really great.
I had absolutely no idea about these values .
As I had set the length to 0.002 - the wave became like hundrets of meters long and this way the car did just sink into the ground for a long way.

Is there a comparable definition for the Vibration gain and length?
As this is also completely guess work for me
we concluded with @slider , vibration is mostly for controller reaction, no garantee!
 
So I think I leave it like that:

KEY=CRETE
FRICTION=0.90
DAMPING=0
WAV=
WAV_PITCH=
FF_EFFECT=1
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0.005 ;wave amplitude y= H*sin(L*x) where H is in meters. So 0.005 = 5mm amplitude
SIN_LENGTH=20 ;wave length "L" is factor to sin(L*x) where L=1 gives 1 wave per meter and L=10 gives 10 waves per meter
IS_PITLANE=0
VIBRATION_GAIN=
VIBRATION_LENGTH=

These values gave me more or less the "grumbling feel" of rough concrete slabs surface in my DD-wheel and spared me some millions of vertices for the fine mesh.

For the "single slabs feeling" I created a surface like this:
upload_2022-8-30_23-48-51.png

6x4m rectangles that are "inset" by 0.1m in random groups and than given a level difference of about +-5mm.
This combination feels "quite" like I wanted - and it works with the AI-line!!! As the mesh has no leaks.

Thank you all for your help, creating a "special" kind of track :)
 
SIN values in surface.ini:
  • SIN_HEIGHT: simulates a bumpy road. This defines the height of the bumps in meters.

  • SIN_LENGTH: simulates a bumpy road. This defines the length of the bumps. 1 = 1 meter, 2 = 0.5 meter, 0.5 = 2 meter
This can recreate any bumpy surface like kerbs, but it is linear, no randomization to it, so the sine will be always same length and height.
Can you tell in which direction the sin-wave is orientated? Or is it like a "circular" wave in lake dropping a stone into? So that track orientation would not matter.
 
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