Changing Track Gravity

TChapman500

I'm wanting to build at least two tracks that are not on Earth. And I would like to know how I would be able to change the gravity of those tracks to simulate the planets that the tracks are on. I know it would require a DLL but I am not familiar with the API of rFactor and the documentation is quite vague. Also, how would I change the air pressure and/or density of the track?
 
The plugin interface contains nothing of this nature (gravity). Same for atmospheric conditions. We've seen mods use drag and power modifications (via upgrades) to simulate the latter, but I think your only method with gravity
is to change the scale of the track and mod(s).
 
Einstein says, we can not distinguish gravity or inertia. Try to modify parameters of inertia in *.hdv.
(p.e. Inertia=(1670.50,1723.75,170.00) , If my memory serves me correctly, the third value (170.00) refers to inertia for vertical movements)
sorry for my english....:rolleyes:
 
'what planet are you on'
That is irrelevant at the moment.

Einstein says, we can not distinguish gravity or inertia. Try to modify parameters of inertia in *.hdv.
(p.e. Inertia=(1670.50,1723.75,170.00) , If my memory serves me correctly, the third value (170.00) refers to inertia for vertical movements)
It's the second value that refers to vertical movement. Also, there would have to be some sort of consistency between vehicles before modifying those values. But thanks for the tip.

I think those are axes of rotation.
Good point!
 
Test results are in. Lazza, you are correct. The inertia descriptors have to deal with axes of rotation (mentioned by a comment in the NSCR physics file). And I did not find any of the expected consistencies between the vehicles. The Formula IS had a mass to inertia ratio of 1.2 while the NSCR vehicles had a mass to inertia ratio of 1.9. The NSCR vehicles have a mass to inertia ratio 1.6 times higher than that of the Formula IS vehicles.
 
Because inertia is not only about mass but also about, how that mass is "layed down" within an object.
 
Quite, those are moment of inertia values, not just straight inertia (which wouldn't differentiate X/Y/Z).
 
Last edited:

Back
Top