Project Realism - Truly Realistic Car Physics

A fun little side project I made in a couple of hours.

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Franch88
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Postby Franch88 » Wed Jul 29, 2015 10:01 pm

Very nice to see new progress on this mod. :) Collisions work great and the cars have a credible behaviors. :wink:

Looks like the mod will take long time to be completed, because seems that only few cars have been edited so far.
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Postby COOLGUY200 » Thu Jul 30, 2015 4:05 pm

I totally adore the idea of the realistic driving physics. It's pretty darn stupid when smashing into a wall, then holding the gas and left so your car does a 90 degree turn. I have a feeling you may or may not know what I mean by this, but this is one of the greatest mod ideas ever. :aplausos:

And the flips. I have been waiting to see that kind of physics in this game for a long time!
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Postby BIGzee » Fri Dec 04, 2015 10:21 am

It's pretty darn stupid when smashing into a wall, then holding the gas and left so your car does a 90 degree turn. I have a feeling you may or may not know what I mean by this,
Just nullifying the 'Turn' values (for when the car is on the wall) and the 'Rotation' values (for when it isn't on a wall, but high RPMs will cause the vehicle to spin on it's axis, especially vehicles with 3rd COG values close to zero) will solve the problem. But this mod does wayy much more than that :wink4:.
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Postby Lonely_Driver88 » Sat Dec 05, 2015 10:34 pm

Where is the latest download link and what cars are modified?

Want to test this out with my G25 :D

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Postby Franch88 » Sat Dec 05, 2015 10:38 pm

Only two links of this mod in progress have been posted so far. The latest one is in this post. The cars modified are the Panoz Roadster and the Audi TT, so far.
Anyway, this mod is now probably cancelled, because the author, Dummiesboy, got less interested about MM2 though the latest years.
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Postby Lonely_Driver88 » Sat Dec 05, 2015 10:58 pm

Ok I just downloaded and tested the Panoz and all I can say is WOW

With my G25 I got full 900 degrees rotation working and can initiate drifts with the handbrake and catch them

It feels great! I have to compare it to a "Simcade" like Gran Turismo!

Only thing is theres a huge deadzone in my G25, even with the lowest setting its still a problem, I'll have to look into that.

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Postby BUGATTIMAN253MPH » Sun Dec 06, 2015 12:13 am

I'm quite tempted to take up the job myself.
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Postby Lonely_Driver88 » Sun Dec 06, 2015 12:30 am

I have to do some races to unlock all the other cars first so I havent tested the Audi TT yet and racing the Panoz against AI cars isnt fair because they are still on stock physics

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Postby Lonely_Driver88 » Wed Dec 09, 2015 2:01 am

I'm quite tempted to take up the job myself.
I would help out as well, As long as someone can give me a run down on how to tune the default cars and what actual theory was used behind the tuning to get this feel.

So far playing with the Panoz I can't find anything I would change.

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Postby FXANBSS » Wed Dec 09, 2015 2:30 am

Oh really? The Panoz and even all the cars from the mod needs fixes IMO.

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Postby Lonely_Driver88 » Wed Dec 09, 2015 2:33 am

What would you change in the Panoz handling?

I am using Gran Turismo as a comparasion due to the fact that I think it will be impossible to ever get a true simulation feel such as Assetto Corsa or LFS due the tire model and lack of force feedback.

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Postby dummiesboy » Wed Dec 09, 2015 3:23 am

Huh, I thought I posted here about this mod a few months ago. Weird.

Anyway, the version you guys are using isn't the latest one. I uploaded a newer version a few months ago, with more cars modified. They include the Panoz GTR-1, Aston Martin, Audi TT, Freightliner Century, Panoz Roadster, Ford Mustang GT, and the Ford F-350.
https://www.mediafire.com/download/sg8nc ... Realism.ar

I also tuned the physics a bit more to the arcade side. This was done for two reasons. One reason was because of how play-testing went; everything was more fun with slightly more forgiving physics, especially CnR. I also did it to give each car a bit more variation. For example, the Panoz Roadster feels light and agile compared to the heavier but more powerful Aston Martin. It isn't a huge change though, only slight.

Ultimately though, I began to lose interest in this mod because I wasn't happy with the results. Maybe I'm a bit too much of a perfectionist, but these cars just don't feel quite right to me. I lost interest entirely when a recent Nvidia driver broke my MM2, causing massive framerate drops related to direct draw.

If anyone wants to pick up where I left off, feel free. I'd be happy to give advice along the way, and would love to try out the finished product. All I ask for is a bit of credit.
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Postby BUGATTIMAN253MPH » Wed Dec 09, 2015 5:43 pm

I could do sounds.
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Postby dummiesboy » Wed Dec 09, 2015 5:54 pm

The sounds do need adjusted at least. I've set the RPM ranges for each vehicle to what they are in the real world (except the Freightliner) which has caused most cars to sound as if they aren't revving high enough.
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