Tag: Visual edit |
No edit summary Tag: Visual edit |
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So if Initial inertia vector is [I1,I2,I3] new Inertia vector should be [R*I1,R*I2,R*I3] |
So if Initial inertia vector is [I1,I2,I3] new Inertia vector should be [R*I1,R*I2,R*I3] |
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+ | == ID's == |
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+ | ID = schwaben_m2_18 |
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+ | geom_id = schwaben_m2_18 |
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+ | geom = schwaben_m2_18.geom |
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+ | ID = ? |
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+ | geom_id = open the .geom file in a text-editor and then the 'id' you see at the top should match with the one in the .cfg |
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+ | |||
+ | geom = this name and the name of the .geom file should match |
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+ | <br /> |
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==The engine== |
==The engine== |
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Inertia = 0.0120 |
Inertia = 0.0120 |
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This will indicate the inertia of the engine (how fast it will takes its rev) |
This will indicate the inertia of the engine (how fast it will takes its rev) |
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+ | <br /> |
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+ | { |
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+ | id = BMW HP4 Race |
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+ | short_name = L |
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+ | } |
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+ | { |
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+ | id = BMW HP4 Race |
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+ | name = Dry 1 |
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+ | short_name = D1 |
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+ | } |
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+ | mapping2 |
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+ | { |
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+ | id = BMW HP4 Race |
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+ | curves = Dry 2_D2.engn |
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+ | name = Dry 2 |
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+ | short_name = D2 |
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+ | } |
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+ | mapping3 |
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+ | { |
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+ | id = BMW HP4 Race |
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+ | curves = Intermediate_I.engn |
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+ | name = Intermediate |
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+ | short_name = INT |
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+ | |||
+ | } |
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+ | mapping4 |
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+ | { |
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+ | id = BMW HP4 Race |
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+ | curves = Wet_W.engn |
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+ | name = Rain |
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+ | short_name = W |
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+ | } |
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+ | You can change power per mapping (mapping0, mapping1...) |
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+ | id = open the .engn file (of the specific mapping) in a text-editor and the id name in there and here should match |
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+ | curves = the name of the specific .engn file should match (BE CAREFUL! if you have more engine maps make sure to put the 'curves' name correct, otherwise the engine map will give the power of a other engine mpa (of the one you changed names with) |
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+ | name = the name shown in garage (in-game) |
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+ | |||
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+ | short_name = name shown in the ecu (when riding, in-game) |
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− | { |
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− | id = Aprilia RS 125 |
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− | } |
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− | { |
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− | id = Aprilia RS 125 |
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− | name = RS Stock (120) |
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− | } |
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− | You can define your own engine maps by adding new sections. |
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+ | The last line (mappingsetting) indicate which is the default map. (it is possible to just have one mapping, this example above is quite extreme with the amount of maps) |
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− | Just enter the id of the map found in the .engn file, the .engn file (should be located in the same folder) and the displayed name |
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− | The last line (mappingsetting) indicate which is the default map. |
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Limiter0 = 12500 |
Limiter0 = 12500 |
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This is the rev limiter. The motor will cut at this limit. Can be set true (=1) or false (=0). |
This is the rev limiter. The motor will cut at this limit. Can be set true (=1) or false (=0). |
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− | + | Ratio0 = 41, 67 |
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+ | Ratio1 = 41, 68 |
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<u>'''Very important !!!'''</u> |
<u>'''Very important !!!'''</u> |
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− | + | Thiis is the primary ratio of the bike, most bikes will only have 1 ratio available (ratio0) - this value can be found in spec sheets of the bike |
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Latest revision as of 19:04, 2 August 2021
Description of the config file
Inertia
It has to be scaled linearly with Mass :
Original Mass = Mo
New Mass = Mn
Ratio = Mn/Mo
So if Initial inertia vector is [I1,I2,I3] new Inertia vector should be [R*I1,R*I2,R*I3]
ID's
ID = schwaben_m2_18 geom_id = schwaben_m2_18 geom = schwaben_m2_18.geom
ID = ?
geom_id = open the .geom file in a text-editor and then the 'id' you see at the top should match with the one in the .cfg
geom = this name and the name of the .geom file should match
The engine
Inertia = 0.0120
This will indicate the inertia of the engine (how fast it will takes its rev)
mapping0 { id = BMW HP4 Race curves = Launch_L.engn name = Launch short_name = L } mapping1 { id = BMW HP4 Race curves = Dry 1_D1.engn name = Dry 1 short_name = D1 } mapping2 { id = BMW HP4 Race curves = Dry 2_D2.engn name = Dry 2 short_name = D2 } mapping3 { id = BMW HP4 Race curves = Intermediate_I.engn name = Intermediate short_name = INT } mapping4 { id = BMW HP4 Race curves = Wet_W.engn name = Rain short_name = W } mappingsetting = 1
You can change power per mapping (mapping0, mapping1...)
id = open the .engn file (of the specific mapping) in a text-editor and the id name in there and here should match
curves = the name of the specific .engn file should match (BE CAREFUL! if you have more engine maps make sure to put the 'curves' name correct, otherwise the engine map will give the power of a other engine mpa (of the one you changed names with)
name = the name shown in garage (in-game)
short_name = name shown in the ecu (when riding, in-game)
The last line (mappingsetting) indicate which is the default map. (it is possible to just have one mapping, this example above is quite extreme with the amount of maps)
stall { RPM = 1000 torque = 0.1 }
This is used to simulate the stall of the engine : if you have a torque < 0.1 @2000rpm, engine will stall
IdleElectronic = 0 IdleThrottle = 0.2 IdleMinRPM = 800 IdleMaxRPM = 1300
This is to set the idle RPM. it will oscillate between the min and max. 0.3 is the rate of change of the idle.
IdleRPM = 1000
Instead of oscillating idle you can set a fixed value and the idle will still be at 1200rpm.
BreakingRPM = 18000 BrokenTorque = 1
If you reach the breakingRPM, the engine will not have any torque (engine dead) when enabled (=1). You can set value to (=0), then the Torque is not broken and revs on (does not make much sense).
NumLimiter = 1 Limiter0 = 12500
This is the rev limiter. The motor will cut at this limit. Can be set true (=1) or false (=0).
RotationAxis = forward
Engine rotational direction
- forward (same direction as the rear wheel; default if parameter not specified
- counter-rotating
- longitudinal clockwise
- longitudinal counter-clockwise
FuelRatio = 0.72
Consumption of the bike. Value can be adjusted using MAXHUD plugin displaying the amount of fuel used for one lap. Increased ratio value will increase fuel amount per lap BUT is depending on engine capacity. (e.g. 4 cylinder using 0.38, 1 cylinder 2 stroke using 0.72).
Ratio0 = 41, 67 Ratio1 = 41, 68
Very important !!!
Thiis is the primary ratio of the bike, most bikes will only have 1 ratio available (ratio0) - this value can be found in spec sheets of the bike
OptTemperature = 65 CoolingFactor = 0 HeatingFriction = 0 HeatingFactor = 0.07 WaterCoolingFactor = 0.0025 HeatTransferFactor = 1.5 ThermostatMin = 40 ThermostatMax = 60
Health and heat transfer of the engine.
OptTemperature: is used to set the optimum temperature for the engine. It´s the temperature the engine delivers the most hp and does not overheat.
Cooling Faktor: ??
HeatingFriction: ??
Heating Factor: how fast the motor heat. The higher this factor is, the faster the motor heats
WatercoolingFactor: Speed at which the water cool the motor. The higher this factor is, better is the cooling
HeatTransferFactor: ??
ThermostatMin: below value the thermostat closes
ThermostatMax: above value thermostat is fully open
Clutch { MaxTorque = 100 Mapping = 1 DeadZone = 0.04 Slipper = 1 RampAngle { range = 30, 5, 45 setting = 1 } MaxSlip { range = 0.5, 0.1, 1.0 setting = 2 } }
Clutch settings
Clutch Torque = engine max torque * primary reduction ratio + 20%
shiftRPM = 11000 MaxRPM = 12500
ShiftRPM : Engine rev where the shift light of MaxHUD plugin get orange
MaxRPM : Engine rev where the shift light of MaxHUD plugin get red
TemperatureAlarm { min = 40 max = 70 }
Engine health:
below min -> engine to cold , power loss
above max -> engine overheats , power loss.
Not sure if an alarm is really set/displayed right now.
The fueltank
fueltank { CapacityRange = 1, 1, 17 CapacitySetting = 12 Length = 0.3 Width = 0.3 }
You can adjust the capacity range from your tank : min capacity, step capacity and max capacity
The capacitySetting indicate which one is the default one (careful, it starts to 0 !! so setting 16 is for 17L)
Length and Width are the size of the fuel tank (not really need to adjust this parameter). It is used to calculate the amount of fuel left in tank.
The gearbox configuration
Gearing
gearing { ratio0 = 12, 31 ratio1 = 14, 31 ratio2 = 16, 32 ratio3 = 17, 31 ratio4 = 18, 30 ratio5 = 18, 28 ratio6 = 18, 26 ratio7 = 19, 27 ratio8 = 21, 27 ratio9 = 21, 24 ratio10 = 20, 23 ratio11 = 20, 21 ratio12 = 19, 20 }
This is the configuration for the gear ratio.
It is found in the technical sheet of the bike (example : http://www.yamahamotorsports.com/sport/products/modelspecs/6/0/specs.aspx)
Normally, you only have 1 ratio for each gear on a stock bike.
Ratio used for each gear
NumGears = 6 Gear0 = 1 Gear1 = 2 Gear2 = 3 Gear3 = 4 Gear4 = 5 Gear5 = 6
You have to indicate the overall amount of gears (NumGears). (e.g. 6speed gear -> 6, 5 speed gear -> 5,....)
Then you have to indicate at which ratio each gear starts (when using more than one gear ratio for each gear)
Be aware: It starts at 0!! Gear0 is 1st gear, Gear1 is 2nd gear, .....
Also, for each gear, you need to say which ratio should be used (example here : gear2 (3rd gear) uses ratio4)
Automatic Shifting values (if someone plays with Auto shifting on)
UpshiftTime = 0.02 DownshiftTime = 0.06 DisengageTime = 0.02 DisengageMaxTorque = 90 EngageTime = 0.02 EngageMaxSpeedDiff = 250 SynchroDamageFactor = 0 SemiAutomatic = 1 LiftThrottle = 0.2 LiftTime = 0.05 BlipThrottle = 0.5 BlipTime = 0.05 DeClutchTime = 0.1 ReClutchTime = 0.1 autoshift { gear0 { down = 0 up = 12000 } gear1 { down = 5000 up = 15000 } gear2 { down = 10500 up = 15000 } gear3 { down = 10500 up = 15000 } gear4 { down = 10500 up = 15000 } gear5 { down = 10500 up = 15000 } gear6 { down = 10500 up = 15000 } } }
Each gear can be set individually at which RPM the Autoshift has to change gears, In the example above the gears are shifted down if engine RPM falls down below 10500 rpm in gear 2-6.
TBC.....
The driveline
FirstAxisInertia = 0.001 SecondAxisInertia = 0.0005 Efficiency = 0.82
First axis: Engine output at front sprocket ??
Second axis: Rear wheel sprocket ??
Efficiency: Efficency of the driveline in general, (power loss from crankshaft to rearwheel.)
Important
The efficiency is the real output on rear wheel, taking account of the transmission loss (in this example, 0.92 >> 8% loss).
FSprocket { gear0 = 11 gear1 = 12 gear2 = 13 gear3 = 14 gear4 = 15 gear5 = 16 } FSprocketSetting = 5
Very important !!
This is the front sprocket. Also found in the technical spec of the bike on "Secondary gear ratio".
The first part is ususally the front sprocket, the second part the rear sprocket.
Can be set at totally unreal settings / ranges. For real settings look into spare parts catalogues of AFAM, DID, Enuma,... to get a overview of the existing range of sprockets for each bike.
FSprocketSetting indicate which is the default gear to choose (here gear5 > 16)
RSprocket { gear0 = 44 gear1 = 45 gear2 = 46 gear3 = 47 gear4 = 48 gear5 = 49 gear6 = 50 gear7 = 51 } RSprocketSetting = 1
Very important !!
This is the rear sprocket. Also found in the technical spec of the bike on "Secondary gear ratio".
The first part is ususally the front sprocket, the second part the rear sprocket.
Can be set at totally unreal settings / ranges. For real settings look into spare parts catalogues of AFAM, DID, Enuma,... to get a overview of the existing range of sprockets for each bike.
RSprocketSetting indicates which is the default gear to choose (here gear1 > 45)
The wheel
The tyre choice :
tyre0 { id = M RR 500 94 F Qual params = m_rr500_94_f_qual.tyre numsets = 2 } tyre1 { id = M RR 500 94 F Soft params = m_rr500_94_f_soft.tyre numsets = 4 } tyre2 { id = M RR 500 94 F Hard params = m_rr500_94_f_hard.tyre numsets = 4 } tyre3 { id = M RR 500 94 F Wet params = m_rr500_94_f_wet.tyre numsets = 4 } tyresetting = 2
Choice of the tyre: for each tyre, enter the id used in the .tyre file, the file .tyre and the maximum quantity available if the option Tyre limitation is active online.
tyresetting indicates which is the default tyre.
Tyre pressure
pressure { range = 140, 5, 200 setting = 6 }
The range is the adjustable pressure range : min, step, max
Setting is the default setting (6*5 + 140 = 170)
tyreHeater = 1 tyreHeaterTemperature = 60
Option to activate/deactivate the tyreHeater
Temperature of the tyres when going on track if the heater is active.
Friction = 1.5
Friction doesn't seem to affect anything in the current state of GPB (Beta 19b)
Brake
RiderMaxForce = 40 DeadZone = 0.01
Max force the driver can put on the lever
Master cylinders
MasterCylinder0 { name = default Diameter = 0.019 } mastercylindersetting = 0
You add the master cylinder here. You can add as many as you want.
Just precise the diameter (in meter) and the name of the master cylinder.
Example : for a PR19x18, you have diameter = 0.019
for a PR16x18, you have diameter = 0.016
You can´t change the MasterCylinder ingame (as for example the leverage and disc sizes) upto now. Maybe in further betas or RC1.
Leverage
Leverage0 { Name = 16mm ratio = 12.5 } Leverage1 { Name = 18mm ratio = 11.1111 } Leverage2 { Name = 20mm ratio = 10 } leveragesetting = 1
The ratio is found with the following formula :
ratio = 200/leverage
Leverage is the distance in mm.
Disc
disc0 { name = Steel 310mm Mass = 2.56 PressureToTorque = 0.41 OptTemp = 500 TempFactor = 1000 Heating = 0.001 CoolingBase = 0.5 CoolingFactor = 0.28 } discsetting = 0
Front disc brake setting:
disc0 -> you can set as many discsets as you want (define "disc0", "disc1",...)
name -> displayed name of the brake disc in the game (Garage)
Mass -> weight of both disc incl. bolts / weight of one disc incl bolts (in case of only one brake disc on the front fork)
Pressure to Torque -> pressure applied to the brake pads
OptTemp -> optimal temperature for the best brake performance
TempFactor -> ??
Heating -> ??
Coolingbase -> ??
CoolingFactor -> Cooling of the brake discs after heated up (air cooling). Factor for decreasing the brake surface temperature.
discsetting -> which setting is set as default ingame (Garage). If more than one disc sets are available you have to set a default disc set. (0,1,2,.....)
The chassis
chassis { Mass = 104 Inertia = 13.91, 9.49, 7.02 }
You indicate here the mass of the chassis.
The inertia is processed like indicated here : http://gpbikes-mods.wikia.com/wiki/Config#Inertia
The aero
aero { AreaX = 1.5 AreaY = 1 AreaZ = 0.5 DragRight = 1 DragLeft = 1 DragUp = 1 DragDown = 1 DragAft = 1 Cx = 0.5 Cl = 0.09 RotX = 1 RotY = 1 RotZ = 1 MinCdA = 0.28 MaxCdA = 0.33 }
Here are the settings of the aero:
AreaX - Wheelbase
AreaY - height of the bike
AreaZ - width of the bike
-> all values can be found in the technical documentation of each bike individually.
Dragright,Dragleft,DragUp,DragDown,DragAft -> Amount of drag produced by the bike in each direction (1=100%) => (not quite sure on this)
Cx,Cl -> ??
RotX,RotY,RotZ -> ?? (rotation)
MinCdA -> Minimum wind resistance of the bike.
MaxCdA -> Maximum wind resistance of the bike.
The steer
steer { Mass = 10 InertiaBox = 0.4, 0.8, 0.2 RakeAngleSetting = 2 Lock = 20 Damper = 4 DamperPower = 1.5 spg0 = -280 spg1 = -3 sdg0 = -70 sdg1 = 0.5 sig0 = 0 sig1 = 0 KYaw = 30 KDamping0 = 0 KDamping1 = 0.2 }
Steer settings:
Mass = weight of the upper part of the fork, clamps, handlebars,....
InertiaBox =
RakeAngleSetting = Default setting of the rake value ingame (Garage). Rake is defined in the .geom file.(rakeanglemin,rakeanglemax,reakeanglesteps)
Lock = Amount of Degrees when turning the steering left to right and vice versa. After the value the fork tube will hit either the bumb stop or the frame head.
The front suspension
front_suspension { Mass = 5 InertiaBox = 0.4, 0.4, 0.4 Spring { range = 19000, 1000, 29000 setting = 5 } Area = 0.002 AirLengthBase = 0.1 AirPressure = 100 ; kPa Oil { range = 0.14, 0.02, 0.2 setting = 2 } Damper { BumpThreshold = -0.05 Bump { setting0 = 700, 640 ; 19 clicks Fastest damping setting1 = 750, 660 ; 18 clicks setting2 = 800, 680 ; 17 clicks setting3 = 850, 700 ; 16 clicks setting4 = 900, 720 ; 15 clicks setting5 = 950, 740 ; 14 clicks setting6 = 1000, 760 ; 13 clicks setting7 = 1050, 780 ; 12 clicks setting8 = 1100, 800 ; 11 clicks setting9 = 1150, 820 ; 10 clicks setting10 = 1200, 840 ; 9 clicks setting11 = 1250, 860 ; 8 clicks setting12 = 1300, 880 ; 7 clicks setting13 = 1350, 900 ; 6 clicks setting14 = 1400, 920 ; 5 clicks setting15 = 1450, 940 ; 4 clicks setting16 = 1500, 960 ; 3 clicks setting17 = 1550, 980 ; 2 clicks setting18 = 1600, 1000 ; 1 click setting19 = 1650, 1020 ; 0 clicks Slowest damping } BumpSetting = 9 ReboundThreshold = 0.05 Rebound { setting0 = 2500, 2500 setting1 = 2625, 2575 setting2 = 2750, 3100 setting3 = 4000, 3400 setting4 = 3000, 3700 setting5 = 5000, 4000 setting6 = 3250, 2500 setting7 = 3000, 2800 setting8 = 3500, 3100 setting9 = 4000, 3400 setting10 = 3750, 3700 setting11 = 3875, 4000 setting12 = 4000, 2500 setting13 = 4125, 2800 setting14 = 4250, 3100 setting15 = 5000, 4000 setting16 = 4500, 3700 setting17 = 5000, 4000 setting18 = 4750, 3850 setting19 = 4875, 3925 } ReboundSetting = 7 } Preload { range = 0, 0.001, 0.016 setting = 0 } }
Front suspension settings;
Mass = the weight of the bottom part of the front forks (the move-able part) + everything attached to it that does NOT move, like calipers (the moveable parts, like wheels, are not part of the front suspension mass! You can change the wheel mass in the .tyre file)
InertiaBox = mass of WIP (in this example 5) : mass of the M2 (open the .cfg of the schwaben_m2_18, in this example 4.25) x the inertia of the specific part of the M2 part (with front suspension all 3 inertia values are the same (0.4 for m2) so in this case the formula will be; 5 : 4.25 x 0.4 = 0.47
Spring = The spring is a adjustable setting in game by the player, the minimal amount of spring is set by the first number (19000), the steps between the mount of spring is set bby the second number (1000), the max amount of spring is set by the last number (29000) - spring in-game is measured in N/mm
settings = (for example setting 5) 5 x the step (second value) + first vlue = amount of value that will be stock setup in game (sounds way more complicated then it is xd)
Area = You will need the 'radius' (radius = width of the front suspension (bottom part of the front forks), if you can't measure the radius, a value of '0.0015' should work quite ok.
https://www.omnicalculator.com/math/area-of-a-circle - on this website you just have to put in the 'radius' and it will calculate the Area for you!
AirLengthBase = ?
Oil = (just like spring) min, step, max - oil is measured in milimeters, settings = (for example setting 2) 2 x the step (second value) + first vlue = amount of value that will be stock setup in game (sounds way more complicated then it is xd)
Damper;
BumpThreshold = ?
As you can see per setting there are 2 values, one in front of the , and one after the , the one in front is the SLOW damping, the second value is the FAST damping! You can have a maximum of 20 settings, (setting0, setting1, setting2.... setting19), setting0 is the highest amount of clicks in garage (if you have 20 settings, then setting0 = 19 clicks) and settings19 vica versa. A lower damping value, leads to faster damping, a higher damping value leads to slower damping.
It is a bit hard to explain as nobody exactly knows what the difference between the 2 values exactly is, but... slow damping seems to affect more the 'slow' movement, like braking. And fast damping more the sudden movement, like gear shifts.
Setting = what setting you want as stock setup in game
ReboundThreshold = ?
As you can see per setting there are 2 values, one in front of the , and one after the , the one in front is the SLOW rebound, the second value is the FAST rebound! You can have a maximum of 20 settings, (setting0, setting1, setting2.... setting19), setting0 is the highest amount of clicks in garage (if you have 20 settings, then setting0 = 19 clicks) and settings19 vica versa. A lower rebound value, leads to the bike coming to the 'sag' level faster. A higher rebound value leads to the bike coming back to the 'sag' level slower.
It is a bit hard to explain as nobody exactly knows what the difference between the 2 values is on the dot, but... Slow rebound (same as damping) controls the more stable movement, for example when you accelerate out of a smooth corner. And fast rebound controls more the sudden movement, like gear changes (and maybe also chicanes, although I do not know, I think you can change it a little with ReboundThreshold but also that i do not know for sure)
Setting = what setting you want as stock setup in game
Preload = the amount of preload you want in game (same as spring) min, step, max - preload is shown in milimeters in game, but in the .cfg in meters (like pretty much all values)
The rear suspension
rear_suspension { Mass = 8 InertiaBox = 0.4, 0.2, 0.6 PivotSetting = 0 LengthSetting = 0 Spring { range = 75000, 5000, 125000 setting = 5 } Damper { BumpThreshold = -0.05 Bump { setting0 = 6000, 6000 setting1 = 6600, 6000 setting2 = 7200, 6000 setting3 = 7800, 6000 setting4 = 8400, 6000 setting5 = 9000, 6000 setting6 = 9600, 6000 setting7 = 10200, 6000 setting8 = 10800, 6000 setting9 = 11400, 6000 setting10 = 12000, 6000 } BumpSetting = 5 ReboundThreshold = 0.05 Rebound { setting0 = 10000, 10000 setting1 = 11000, 10600 setting2 = 12000, 11200 setting3 = 13000, 11800 setting4 = 14000, 12400 setting5 = 15000, 13000 setting6 = 16000, 13600 setting7 = 17000, 14200 setting8 = 18000, 14800 setting9 = 19000, 15400 setting10 = 20000, 16000 } ReboundSetting = 5 } Preload { range = 0, 0.001, 0.008 setting = 0 } }
Rear suspension settings;
Mass = the weight of the rear suspension and everything attached to it that does not rotate (swingarm, etc...)
InertiaBox = mass of WIP (in this example 8) : mass of the M2 (open the .cfg of the schwaben_m2_18, in this example 8) x the inertia of the specific part of the M2 part (x 0.4, 0.2 and 0.6 (because both masses are the same in this example you dont have to calculate the inertia) so in this case the formula will be; 8 : 8 x 0.4 (0.2 and 0.6) = 0.4 (0.2 and 0.8)
PivotSetting = the stock setup pivot setting (the amount of settings that there are is changeable in the .geom file)
LengthSetting = the stock setup swingarm-length settings (the amount of settings and the difference in length between the settings is changed in the .geom file)
Spring = The spring is a adjustable setting in game by the player, the minimal amount of spring is set by the first number (75000), the steps between the mount of spring is set by the second number (5000), the max amount of spring is set by the last number (125000) - spring in-game is measured in N/mm
Damper;
BumpThreshold = ?
As you can see per setting there are 2 values, one in front of the , and one after the , the one in front is the SLOW damping, the second value is the FAST damping! You can have a maximum of 20 settings, (setting0, setting1, setting2.... setting19), setting0 is the highest amount of clicks in garage (if you have 20 settings, then setting0 = 19 clicks) and settings19 vica versa. A lower damping value, leads to faster damping, a higher damping value leads to slower damping.
It is a bit hard to explain as nobody exactly knows what the difference between the 2 values exactly is, but... slow damping seems to affect more the 'slow' movement, like accelerating. And fast damping more the sudden movement, like a speedwobble (when on exit you lose the rear and it grips again).
Setting = what setting you want as stock setup in game
ReboundThreshold = ?
As you can see per setting there are 2 values, one in front of the , and one after the , the one in front is the SLOW rebound, the second value is the FAST rebound! You can have a maximum of 20 settings, (setting0, setting1, setting2.... setting19), setting0 is the highest amount of clicks in garage (if you have 20 settings, then setting0 = 19 clicks) and settings19 vica versa. A lower rebound value, leads to the bike coming to the 'sag' level faster. A higher rebound value leads to the bike coming back to the 'sag' level slower.
It is a bit hard to explain as nobody exactly knows what the difference between the 2 values is on the dot, but... Slow rebound (same as damping) controls the more stable movement, for example when you accelerate out of a smooth corner. And fast rebound controls more the sudden movement, like speedwobbles (and maybe also chicanes, although I do not know, I think you can change it a little with ReboundThreshold but also that i do not know for sure)
Setting = what setting you want as stock setup in game
TopOutSpring = the TopOutSpring is the spring that works against the rear suspension coming out under braking (so that the suspension stays in and not fully comes out). A higher 'K' value means that there comes more strength on the spring (basically a stiffer spring, like in the suspension) and length means the amount of length it puts the force on, a higher length means that less of the rear suspensionn will come out
for example, K = 10000 but length = 0.001 means that on only the very top of the suspension the TopOutSpring will put force, to stop it from coming out, but in this example it will put a lot of force because the K is quite high
Preload = the amount of preload you want in game (same as spring) min, step, max - preload is shown in milimeters in game, but in the .cfg in meters (like pretty much all values)
RideHeight = changes the rear ride height, thats all i can say lol
RodLength = its a changeable value in garage so again min, step, max. It will change the geometry of the bike
The ECU (optional)
Ecu { valid = 1 pitlimiter = 1 TyresTemperatureSensor = 1 }Indicates if the ECU is used or not
valid = Indicates if the ECU is used or not
pitlimiter = Indicates if the pitlimiter is used or not
TyreTemperatureSensor = indicates if the tyre temperatures will be shown in MaxHud
ThrottleMapping0 { name = qualify Gear0 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.85 } Gear1 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.9 } Gear2 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.95 } } ThrottleMapping1 { name = race 1 Gear0 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.85 } Gear1 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.9 } Gear2 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.95 } } ThrottleMapping2 { name = race 2 Gear0 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.9 } Gear1 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.95 } } ThrottleMapping3 { name = wet Gear0 { rpm0 = 8000 rpm1 = 10000 rpm2 = 15000 rpm3 = 17000 throttle = 0.95 } }
How is the throttle input mapped to the engine
TCS { NumSettings = 4 MinSlip = 0.1 MaxSlip = 0.4 ThrottleSmooth = 0.1 Setting = 0 }
Traction control settings
EngineBraking { NumSettings = 3 MinSlip = 0 MaxSlip = -0.1 Throttle = 0.1 ThrottleSmooth = 0.1 Setting = 2 }
Engine braking settings
AntiWheeling { NumSettings = 3 WRatioAccFactor = 0.05 MinWRatio = 10 MaxWRatio = 20 ThrottleSmooth = 15 Setting = 0 }
Antiwheeling settings
LaunchControl { RPMRange = 9500, 500, 13000 RPMSetting = 0 DisableGear = 2 }
LaunchControl settings = minimal RPM, step between RPM, max RPM. - RPMSetting is the stock setting in game. - DisableGear is the stock gear it will disable in in game
Misc
autoclutch { minRPM = 3000 maxRPM = 4000 }
Settings for autoclutch (how much gas is given when going on a previous gear to avoid blocking rear wheel)
shifthelp { LiftThrottle = 0.2 LiftTime = 0.1 BlipThrottle = 0.4 BlipTime = 0.1 DeClutchTime = 0.15 ReClutchTime = 0.35 }
Settings for the shift help when no shifter is available.
LiftThrottle/Time : How much time and throttle (%) the gas should be close when we go to the next gear
BlipThrottle/Time : How much time and throttle (%) the gas should be open (blipped) when we go to the previousgear
Declutch/Reclutch time : how much time is needed to declutch (clucth open) and to reclutch (clutch closes).
wheelinghelp { MinRatio = 0 MaxRatio = 0 Throttle = 0.5 }
Wheeling help settings (most bikes dont have this)