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    @ikt
    Yep, reasonable ramp....

    Most manual transmission would not deliver power and torque from engine to wheels unless you release clutch to the clutch catch point or fully engage the clutch. I just think this would be more realistic.

    December 29, 2017
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    @ikt
    Checked some previous versions. It was since 4.3.10 and was fine in 4.3.9.
    BTW, the current stalling mechanism still feels somehow weird. The power in first gear couldn't even afford to climb a very small slope...
    Anyway, thanks for your efforts on this mod.

    December 29, 2017
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    @ikt Of course. I meant cars shouldn't move until you release the clutch to ClutchCatchPoint. In the latest version, cars do move before that. The same problem once occurred before 4.2.0 and was fixed after that.Now it just occurs again. The problem only occurs in first and reverse gear.

    December 29, 2017
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    @ikt
    A small side effect in the latest update: Vehicle moves before clutchcatchpoint if throttle is pressed in the first and reverse gears.

    December 29, 2017
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    @ikt
    Merry Christmas and long time no see:)
    The new FFB feels really great! But here is a little problem with the new stalling mechanism.
    In H mode, idle speed now couldn't keep engine running if you are in forward gears. Cruising in first gear at idle speed without pressing throttle is impossible. The engine would stall anyway even if driving on flat ground.
    Also, it may be a good idea to add the stick support for automatic gears. For example D---gear3 on the logitech shifter, R--gear4, P--gear1, N--N, tiptronic--gear2, etc.
    Wanna thank you again for your effort on this mod! Have a nice holiday!

    December 25, 2017
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    @ikt
    Sequential manual gearbox does exists. But most cars use a tiptronic one especially for vehicles in GTAV. For those DCT or AMT cars, you never need a clutch to start. I think adding an option EngineStall for sequential mode is fine.

    July 03, 2017
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    @ikt
    Thanks for the new version! Here are some suggestions i wanna share:

    (1) The gearbox actually needs time to change from one gear to another (usually 0.2 seconds for DCT and longer for AT or AMT) which means in automatic or sequential gearbox, there should be a time delay before you finally change a gear. Note that switching to neutral is immediate but switching from neutral to a new gear takes time and each time you change a gear, the gearbox follows this process.

    (2) Sequential gearbox is actually a variation of automatic transmission, so stalling should never happen in this mode. It should be removed from this mode if someone wants to leave EngineStalling on in the H mode. Or you can just make EngineStalling a local setting respectively for sequantial and H pattern, not a global one.

    (3) The current stalling mechanism looks still weird. As is mentioned before, stalling is never easy to happen since 4.3.2. It seems you somehow overemphasize the throttle as a factor of stalling trigger.
    "stallingProgress += (rand() % 1000) / (stallingRateDivisor * (controls.ThrottleVal+0.001f) * timeStep);"
    It seems even a small amount of throttle ,say 0.1, could make this expression unreasonably small because of the big multiplier 'stallingRateDivisor' and the extra 0.001f, which is not small enough to eliminate the side effect of nonzero pretection in the denominator.
    You can drive Franklin's car, go to gear6, press a little throttle,for instance 0.1, and quickly release the clutch. The car couldn't move and the engine wouldn't stall immediately. The same thing happens even if you are rolling back.
    The time delay of stalling is really remarkable with the fluctuation of rand() function for zero ThrottleVal, but for nonzero ThrottleVal it quickly goes to infinity. To avoid this, a nonlinear exponential mapping could be done:
    "a=1.0896514152533314f;b=-8.69063879201312f;c=-1.0993948810242329f;x=a*exp(b*pow(c+controls.ThrottleVal,2));
    stallingProgress += (rand() % 1000) / (stallingRateDivisor * (x+0.001f) * timeStep);"
    Apparently stalling depends on many other things like whether you are rolling back or what gear you are in. That mapping is only a rough remedy if you want, i cannot test that on my own because idk how to add this into .asi file, maybe you can test this later.
    Actually the anti-deadzone stuff is quite similar. I may discuss on github later.

    Thanks again for the great mod!

    Expand to read the full comment
    June 24, 2017
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    @ikt
    Hello. I am happy you made the clutch acceleration stronger, but it's too strong now. It's even possible to have a quick start in gear3 or 4 without pressing throttle.
    Throttle has been added in the stalling stuff now. That's good, but an optional stalling threshold of throttle should also be added in the new setting.ini so that normal stalling could be possible for those who set their own throttle anti-deadzone. I set an anti-deadzone for 25% which is the critical point for vehicles to go. For me, stalling is impossible even if the cars are not moving. This is really unreasonable.
    Thanks for update!

    May 27, 2017
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    @ikt
    Sorry, i don't have a Discord account and this is my email:
    bobby-ding@qq.com

    April 24, 2017
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    @ikt
    No one drop their gear in reverse while driving, but Heel-toe enthusiasts might go to gear1 while reversing to get a quick start, and that is impossible and meaningless if braking is disabled like situation stated in (d) . As i have said, (a) (b) doesn't matter because shifting to reverse gear while driving is not possible in a real car with manual gearbox. Actually i highly recommend you to lock the reverse gear while driving forward and add the damage that'll do to the engine if EngineDamage is on in the next version.

    All those abcds are just some suggestions and stuffs i thought implausible in your mod. Im sorry if those things bothered you. I love your mod so im willing to spend time to find both good and short things. Don't feel sorry if you don't have time on those and i fully understand you. You can try handling these things any time if you want. i would keep an eye as long as this website is still being updated.

    Thanks.

    April 22, 2017