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 Post subject: rfactor car above track
PostPosted: Fri Jun 08, 2012 5:04 am 
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i'd like to move the rfactor cars in my mod down to the ground, they are about 5 inches above the ground and i have no idea how to move them down, wheels and all

thanks
Angus94

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PostPosted: Fri Jun 08, 2012 8:37 pm 
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If your rebound travel distances are wonky it can make hover cars (don't ask how I know, lol). If your wheel diameter isn't set correctly it will also float the cars. Ugh, corrected inner suspension height may also be worth looking into.

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PostPosted: Fri Jun 08, 2012 10:15 pm 
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Thanks for your reply lordpantsington, but i had no luck.

first thing i have done today, was to extract the gmt files from the HAMMER car and check them in Zmodeler2, then cleared those files and imported 1 of my cars, then proceeded to set all the gmt files and axis point to match that of the HAMMER, so that went successfully, from here on i spent time editing the HDV, pm and tyre files(see below)


these are the changes i've tried to date, without success.

HDV file
GraphicalOffset=(0.0, 0.07, 0.0)
FLUndertray=(0.456, 0.0, -1.000)
FRUndertray=(-0.456, 0.0, -1.000)
RLUndertray=(0.835, 0.0, 0.980)
RRUndertray=(-0.835, 0.0, 0.980)

the 0.0 reference was changed to many different combinations, both positive and negative, with no significant differences.


CorrectedInnerSuspHeight=-1 (changed to 0 but made no difference)

[FRONTLEFT]
ReboundTravel=-0.520 (changed to -0.120 but made no difference)

[FRONTRIGHT]
ReboundTravel=-0.520 (changed to -0.120 but made no difference)

[REARLEFT]
ReboundTravel=-0.575 (changed to -0.175 but made no difference)

[REARRIGHTT]
ReboundTravel=-0.575 (changed to -0.175 but made no difference)





Tyre file..

[FRONT]
Radius=0.278 (changed to 0.100 but made no difference)

[REAR]
Radius=0.521 (changed to 0.200 but made no difference)



pm file settings changed but had no substantial effect of car height


so thats where i'm at, i have no idea where to turn to or what to do next, apart from run a knife over my wrists.

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PostPosted: Fri Jun 08, 2012 10:50 pm 
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Don't slit your wrists, teach the car a lesson instead.

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PostPosted: Sat Jun 09, 2012 9:34 pm 
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i have decided to live with the cars floating just off the ground, i've made so many changes and got nowhere so to hell with it.

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PostPosted: Sat Jun 09, 2012 10:58 pm 
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If you are certain the size of your wheel mesh matches the size in the tbc, then I'm a bit baffled as to how the wheels also look high. Some pics would help understand. I have had issues with 3ds Max 9 not correctly exporting something that was scaled. Perhaps somewhere you upscaled the wheels and they are reverting back to the smaller size? 3dsimed was used to confirm the size of my wheels did indeed change, which also confirmed my sanity (in regards to tire sizes) :bg: .


Those "ReboundTravel=" distances look pretty big, might I ask the range of ride height?


The graphical offset is moving things 7 cm up (just stating the obvious, sometimes is easiest overlooked).



Those particular undertray points I believe is where rf is measuring ride height. Shouldn't they be Undertray##=
,where ## are numbers.

I would not use corrected inner suspension=-1

http://isiforums.net/f/showthread.php/1078-A-few-questions-looking-for-solutions?p=13267&viewfull=1#post13267

-1 seems akin to physically moving the inner suspension pickup points to retain the same suspension geometry whenever you change the ride height. This is something I don't see practically possible. If a chassis builder moves the points they move once for a specific ride height, all other ride heights would then be compromised geometry.

You can rule out the pm file. The geometries of the pm are relocated to the wheel centers.

With such a difference in wheel radius perhaps this is causing an issue? Both ends are floating, correct?

Changing the radii should have a noticeable visual difference. Are you sure the correct file is being edited?

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PostPosted: Thu Jul 26, 2012 3:21 am 
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i've returned to try to solve this issue again.....

i have imported the complete car into my 3d program and lowered the gmt files to the recommended rfactor position, i've checked for position in 3dsimed and everything is where it should be, now all i need to do is find out where the wheels get their reference point from


Attachments:
GRAB_002a.jpg
GRAB_002a.jpg [ 421.76 KiB | Viewed 945 times ]

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PostPosted: Thu Jul 26, 2012 1:46 pm 
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From their pivot as defined in max.

Do your tires roll or wobble?

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PostPosted: Thu Jul 26, 2012 2:12 pm 
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If you could get me the files so I can work with it in and out of the game, I can take a peek.


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