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还原游戏制作者的初衷-对极品13的真实性研究 [复制链接]

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发表于 2009-10-9 16:08:48 |只看该作者 |倒序浏览
解压游戏成GTR2格式后,打开x:\Need for Speed SHIFT\vehicles\physicsphysicstweaker文件发现如下部分,这是默认的车损
<prop name="Tyre Wear Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
        <prop name="Brake Wear Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" /> 刹车损耗
        <prop name="Engine Wear Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />引擎损耗
        <prop name="Gearbox Wear Scale (Novice/Norm/XP/Pro)" data="0;0;0;0" />变速损耗
        <prop name="Aero Overheating Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />绕流板过热?
        <prop name="Tyre Blown Enabled (Novice/Norm/XP/Pro)" data="0;0;0;0" />轮胎损耗
        <prop name="Engine Blown Enabled (Novice/Norm/XP/Pro)" data="0;0;0;0" />爆缸
        <prop name="Tyre Detached Enabled (Novice/Norm/XP/Pro)" data="0;0;0;0" />轮胎撞掉
大家可以看到0代表默认没有打开,这是制作小组对市场的妥协,下面是具体的项目和损坏判定。下面Magnitude Minimum是导致损坏的最小值,Magnitude Scale是导致部件完全报废的最大值。可以看到上面是0的部分,下面自然也不起作用了。
<funcpropdata>
                <data class="ImpactTweaker" id="0xC16660">
                    <prop name="Name" data="Tyre Wear" />轮胎损耗
                    <prop name="Distance Threshold" data="0.7" />
                    <prop name="Magnitude Minimum" data="10" />
                    <prop name="Magnitude Scale" data="15000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC166A0">
                    <prop name="Name" data="Suspension" />悬挂
                    <prop name="Distance Threshold" data="1" />
                    <prop name="Magnitude Minimum" data="500" />
                    <prop name="Magnitude Scale" data="2000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC166E0">
                    <prop name="Name" data="Detach Wheel" />轮胎撞掉
                    <prop name="Distance Threshold" data="1" />
                    <prop name="Magnitude Minimum" data="1000" />
                    <prop name="Magnitude Scale" data="1" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
                    <prop name="Random Chance" data="0.5" />
                </data>
                <data class="ImpactTweaker" id="0xC16720">
                    <prop name="Name" data="Engine" />引擎损耗
                    <prop name="Distance Threshold" data="0" />
                    <prop name="Magnitude Minimum" data="800" />
                    <prop name="Magnitude Scale" data="20000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC16760">
                    <prop name="Name" data="Front Aero" />前绕流板
                    <prop name="Distance Threshold" data="0" />
                    <prop name="Magnitude Minimum" data="1000" />
                    <prop name="Magnitude Scale" data="2000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="0;0;0;0" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC167A0">
                    <prop name="Name" data="Rear Aero" />后绕流板
                    <prop name="Distance Threshold" data="0" />
                    <prop name="Magnitude Minimum" data="1000" />
                    <prop name="Magnitude Scale" data="2000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="0;0;0;0" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC167E0">
                    <prop name="Name" data="Sharp Object Damage" />
                    <prop name="Distance Threshold" data="0.7" />
                    <prop name="Magnitude Minimum" data="0" />
                    <prop name="Magnitude Scale" data="100" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="0;0;0;0" />
                    <prop name="Random Chance" data="1" />

AI部分
<prop name="ai driver strength" data="70;85;100" />               ai驾驶水平分别对应3种难度
        <prop name="ai driver aggression" data="45;70;100" />     ai攻击性
        <prop name="fuel mult" data="1" />
        <prop name="tire mult" data="1" />
        <prop name="ai min raduis" data="20" />
        <prop name="ai max load" data="40000" />
        <prop name="ai additional fuel mult" data="0.95" />
        <prop name="ai brake power" data="0.98" />                 ai刹车力度
        <prop name="ai brake grip" data="0.97" />                     ai刹车抓地力
        <prop name="ai corner grip" data="0.93" />                      ai弯道能力

下面是关于操控和方面的
<prop name="Drafting Minimum Speed" data="25" />              产生侧滑的最小速度
        <prop name="Drafting Ramp Speed" data="35" />
        <prop name="Drafting Maximum Speed" data="120" />
        <prop name="Drafting Max Distance In Front" data="40" />
        <prop name="Drafting Min Lateral In Front" data="2" />
        <prop name="Drafting Max Lateral In Front" data="4" />
        <prop name="Drafting Max Distance Behind" data="0" />
        <prop name="Drafting Min Lateral Behind" data="0" />
        <prop name="Drafting Max Lateral Behind" data="0" />
        <prop name="Drafting Air Scale" data="0.5" />
        <prop name="Low Speed TC At Rest" data="0.1" />          有人抱怨说怎么关掉TC还是不容易打滑,默认是打开的,
        <prop name="Low Speed TC Speed Threshold" data="6" />这个是TC速度阀门,可以改到到0.1,不知道为什么我改为0会出错,而有的人却不会
        <prop name="Low Speed Grip At Rest" data="0.5" />
        <prop name="Low Speed Grip Speed Threshold" data="6" />
        <prop name="Low Speed RPM_Range Scale (Novice/Norm/XP/Pro)" data="2;1.67;1.33;1" />
        <prop name="Auto Reset - Time Collision Is Disabled" data="3" />
        <prop name="Auto Reset - Minimum Speed in MPH" data="30" />


        <prop name="throttle control" data="2;2;2;2" />        油门控制
        <prop name="antilock brakes" data="2;2;2;2" />          ABS
        <prop name="stability control" data="2;1;1;1" />          转向电子系统
        <prop name="steering help" data="2;2;0;0" />             转向辅助
        <prop name="brake help" data="2;2;0;0" />                刹车帮助
下面是关于物理方面的      
        <prop name="spin recovery" data="1;0;0;0" />
        <prop name="invulnerable" data="1;1;1;1" />
        <prop name="opposite lock target" data="1;1;1;0" />
        <prop name="drift opposite lock target" data="1;1;1;1" />
        <prop name="drift line" data="1;1;1;0" />
        <prop name="drift yaw" data="1;1;1;0" />
        <prop name="drift speed" data="1;1;1;0" />
        <prop name="drift traction control" data="1;1;1;0" />
        <prop name="auto clutch" data="1" />
        <prop name="steering help function" data="2" />
        <prop name="tick rate" data="180" />    这就是传说中的物理时钟频率,XBOX360上的FORZA2说每秒计算360帧的物理演算大概就是这个了。
        <prop name="auto reverse" data="true" />   这个控制自动档的自动回档
        <prop name="auto shift override time" data="0.55" />自动档时间忽略?不太好翻译,懂车的应该知道,真实应该改为0
        <prop name="manual shift override time" data="0.5" />
        <prop name="steer ratio speed" data="25" />
        <prop name="novice steering help" data="0.2" />
        <prop name="grip level" data="1.45;1.3;1.3;1.2" />
        <prop name="drift grip" data="1.3;1.3;1.3;1.3" />
        <prop name="drift tire stiffness" data="0.9;0.9;0.9;0.9" />
        <prop name="drift front grip" data="1.1;1.1;1.07;1" />
        <prop name="CGHeight Scale" data="0.6;0.6;0.75;0.825" />重心,注意最后的“0.825”,真实应该是“1”
        <prop name="Drift CGHeight Scale" data="0.25;0.25;0.25;0.67" />漂移重心
     
        <prop name="crash recovery" data="true" />  损坏自动恢复,哈哈居然还有这个功能
        <prop name="head physics" data="0.8" />
        <prop name="visual steering at speed" data="0.5" />
        <prop name="DriftControl max steer velocity scale" data="1" />
        <prop name="DriftControl rise damping scale" data="1" />
        <prop name="DriftControl fall damping scale" data="1" />
        <prop name="DriftControl nominal yaw angle scale" data="1" />
        <prop name="DriftControl yaw angle effect scale" data="1" />
        <prop name="DriftControl lock ratio effect scale" data="1" />
        <prop name="Drift rear grip bias" data="0.5" />
        <prop name="Live HDVehicle trace enabled" data="false" />
        <prop name="Disable PhysX switching" data="true" />

之前我用的是SK的真实MOD,开始有些难度,后面的难度越来约小,真实性也没什么大的改进。而且我查看physicsphysicstweaker文件改动的部分,很少很少,只有CGHeight Scale" data和tick rate" data,看来他对这个物理还了解的太少。直到我发现另一个真实驾驶补丁才发现,后者知道的远比前者多的多。他把某些默认辅助驾驶都关掉了(不是控制菜单的那部分),进游戏中发现诶,怎么灵敏度提升了?操控变精细了,真正没有任何延迟了!原来如此,这是游戏制作者精细设计的市场策略,漂移是这么产生的。

[ 本帖最后由 kangfu10 于 2009-10-9 19:17 编辑 ]
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evozhui + 10 文章不错,感谢分享!

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E5200

9600GT

2G DDR800

在某个无聊的一天,我的朋友给我打了一个电话,他说了很久很久,可在他说完的时候, 他挂了。

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沙发
发表于 2009-10-9 16:31:05 |只看该作者
这个强悍~~AI那部分在2.7的真实Mod里面作者在Readme文档里面说过了,最下面的刹车力度、抓地力、弯道决定着AI的水平,要想玩难度高点的就改大点数值,最大1.0

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板凳
发表于 2009-10-9 16:47:28 |只看该作者
怎么解压游戏成GTR2格式...................
AMD9650  X4
技嘉MA770 DS3
蓝宝石5770白金版
金邦2G X2
希捷1.5TB+2TB
松下42等离子
PS3
G27

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地板
发表于 2009-10-9 17:27:07 |只看该作者
同上问`````````
.....
哈哈`````  走过也路过`

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5#
发表于 2009-10-9 18:19:22 |只看该作者
我的mod集合里有解压工具下载和说明,,,,,,
E5200

9600GT

2G DDR800

在某个无聊的一天,我的朋友给我打了一个电话,他说了很久很久,可在他说完的时候, 他挂了。

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6#
发表于 2009-10-9 18:25:39 |只看该作者
顶不错 下面是"SK"版的真实MOD数据,对比一下

<?xml version="1.0" ?>
<Reflection>
    <class name="BRTTIRefCount" base="root class" />
    <class name="BPersistent" base="BRTTIRefCount">
        <prop name="Name" type="String" />
    </class>
    <class name="PhysicsTweaker" base="BPersistent">
        <prop name="Brake Glow Minimum Temperature" type="F32" />
        <prop name="Brake Glow Maximum Temperature" type="F32" />
        <prop name="Brake Glow Scale for AI" type="F32" />
        <prop name="Brake Glow Scale for Player" type="F32" />
        <prop name="AI Drifting Model" type="String" />
        <prop name="Continuous CD Thickness" type="F32" />
        <prop name="Joint Iterations" type="U32" />
        <prop name="Joint Strength" type="F32" />
        <prop name="Flapping Parts Bump Config" type="Vec3f" />
        <prop name="Enable Anti Flip Aid" type="Bool" />
        <prop name="Anti Flip Minimum Angle" type="F32" />
        <prop name="Anti Flip Maximum Angle" type="F32" />
        <prop name="Anti Flip Torque Fixing Force" type="F32" />
        <prop name="Anti Flip Orientation Fixing Force" type="F32" />
        <prop name="Tyre Wear Scale (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Brake Wear Scale (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Engine Wear Scale (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Gearbox Wear Scale (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Aero Overheating Scale (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Tyre Blown Enabled (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Engine Blown Enabled (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Tyre Detached Enabled (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Minimum Bump Stop Force" type="F32" />
        <prop name="Maximum Bump Stop Force" type="F32" />
        <prop name="Impact Tweakers" type="Fct" />
        <prop name="Drafting Minimum Speed" type="F32" />
        <prop name="Drafting Ramp Speed" type="F32" />
        <prop name="Drafting Maximum Speed" type="F32" />
        <prop name="Drafting Max Distance In Front" type="F32" />
        <prop name="Drafting Min Lateral In Front" type="F32" />
        <prop name="Drafting Max Lateral In Front" type="F32" />
        <prop name="Drafting Max Distance Behind" type="F32" />
        <prop name="Drafting Min Lateral Behind" type="F32" />
        <prop name="Drafting Max Lateral Behind" type="F32" />
        <prop name="Drafting Air Scale" type="F32" />
        <prop name="Low Speed TC At Rest" type="F32" />
        <prop name="Low Speed TC Speed Threshold" type="F32" />
        <prop name="Low Speed Grip At Rest" type="F32" />
        <prop name="Low Speed Grip Speed Threshold" type="F32" />
        <prop name="Low Speed RPM_Range Scale (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Auto Reset - Time Collision Is Disabled" type="F32" />
        <prop name="Auto Reset - Minimum Speed in MPH" type="F32" />
        <prop name="Force Movement" type="Bool" />
        <prop name="Force Movement Logging" type="Bool" />
        <prop name="Adjustable Upgrade Level 0" type="U32" />
        <prop name="Adjustable Upgrade Level 1" type="U32" />
        <prop name="Adjustable Upgrade Level 2" type="U32" />
        <prop name="Adjustable Upgrade Level 3" type="U32" />
        <prop name="Adjustable Upgrade Level 4" type="U32" />
        <prop name="Rumble Strip Front Wheel Grip Scale" type="F32" />
        <prop name="Rumble Strip Front Wheel Grip Scale Drift" type="F32" />
        <prop name="Upgrade PC Scale 0" type="F32" />
        <prop name="Upgrade PC Scale 1" type="F32" />
        <prop name="Upgrade PC Scale 2" type="F32" />
        <prop name="Upgrade PC Scale 3" type="F32" />
        <prop name="Upgrade PC Scale 4" type="F32" />
        <prop name="Upgrade PC Scale 5" type="F32" />
        <prop name="Upgrade PC Scale 6" type="F32" />
        <prop name="Upgrade PC Scale 7" type="F32" />
        <prop name="Global Upgrade PC Scale 0" type="F32" />
        <prop name="Global Upgrade PC Scale 1" type="F32" />
        <prop name="Global Upgrade PC Scale 2" type="F32" />
        <prop name="Global Upgrade PC Scale 3" type="F32" />
        <prop name="Global Upgrade PC Scale 4" type="F32" />
        <prop name="Global Upgrade PC Scale 5" type="F32" />
        <prop name="Global Upgrade PC Scale 6" type="F32" />
        <prop name="Global Upgrade PC Scale 7" type="F32" />
        <prop name="Global Upgrade PC Scale 8" type="F32" />
        <prop name="Global Upgrade PC Scale 9" type="F32" />
        <prop name="Global Upgrade PC Scale 10" type="F32" />
        <prop name="Global Upgrade PC Scale 11" type="F32" />
        <prop name="Global Upgrade PC Scale 12" type="F32" />
        <prop name="Global Upgrade PC Scale 13" type="F32" />
        <prop name="Global Upgrade PC Scale 14" type="F32" />
        <prop name="Global Upgrade PC Scale 15" type="F32" />
        <prop name="Global Upgrade PC Scale 16" type="F32" />
        <prop name="Global Upgrade PC Scale 17" type="F32" />
        <prop name="Global Upgrade PC Scale 18" type="F32" />
        <prop name="Global Upgrade PC Scale 19" type="F32" />
        <prop name="Global Upgrade PC Scale 20" type="F32" />
        <prop name="Global Upgrade PC Scale 21" type="F32" />
        <prop name="Global Upgrade PC Scale 22" type="F32" />
        <prop name="Global Upgrade PC Scale 23" type="F32" />
        <prop name="Global Upgrade PC Scale 24" type="F32" />
        <prop name="Global Upgrade PC Scale 25" type="F32" />
        <prop name="Global Upgrade PC Scale 26" type="F32" />
        <prop name="Global Upgrade PC Scale 27" type="F32" />
        <prop name="Global Upgrade PC Scale 28" type="F32" />
        <prop name="Global Upgrade PC Scale 29" type="F32" />
        <prop name="Global Upgrade PC Scale 30" type="F32" />
        <prop name="Global Upgrade PC Scale 31" type="F32" />
        <prop name="throttle control" type="Vec4f" />
        <prop name="antilock brakes" type="Vec4f" />
        <prop name="stability control" type="Vec4f" />
        <prop name="steering help" type="Vec4f" />
        <prop name="brake help" type="Vec4f" />
        <prop name="spin recovery" type="Vec4f" />
        <prop name="invulnerable" type="Vec4f" />
        <prop name="opposite lock target" type="Vec4f" />
        <prop name="drift opposite lock target" type="Vec4f" />
        <prop name="drift line" type="Vec4f" />
        <prop name="drift yaw" type="Vec4f" />
        <prop name="drift speed" type="Vec4f" />
        <prop name="drift traction control" type="Vec4f" />
        <prop name="auto clutch" type="U8" />
        <prop name="steering help function" type="U8" />
        <prop name="tick rate" type="U16" />
        <prop name="auto reverse" type="Bool" />
        <prop name="auto shift override time" type="F32" />
        <prop name="manual shift override time" type="F32" />
        <prop name="steer ratio speed" type="F32" />
        <prop name="novice steering help" type="F32" />
        <prop name="grip level" type="Vec4f" />
        <prop name="drift grip" type="Vec4f" />
        <prop name="drift tire stiffness" type="Vec4f" />
        <prop name="drift front grip" type="Vec4f" />
        <prop name="CGHeight Scale" type="Vec4f" />
        <prop name="Drift CGHeight Scale" type="Vec4f" />
        <prop name="ai physics difficulty mix (grip,torque,gear,fuel)" type="Vec4f" />
        <prop name="ai driver strength" type="Vec3f" />
        <prop name="ai driver aggression" type="Vec3f" />
        <prop name="fuel mult" type="S32" />
        <prop name="tire mult" type="S32" />
        <prop name="ai min raduis" type="F32" />
        <prop name="ai max load" type="F32" />
        <prop name="ai additional fuel mult" type="F32" />
        <prop name="ai brake power" type="F32" />
        <prop name="ai brake grip" type="F32" />
        <prop name="ai corner grip" type="F32" />
        <prop name="ai power calibration" type="S32" />
        <prop name="crash recovery" type="Bool" />
        <prop name="head physics" type="F32" />
        <prop name="visual steering at speed" type="F32" />
        <prop name="DriftControl max steer velocity scale" type="F32" />
        <prop name="DriftControl rise damping scale" type="F32" />
        <prop name="DriftControl fall damping scale" type="F32" />
        <prop name="DriftControl nominal yaw angle scale" type="F32" />
        <prop name="DriftControl yaw angle effect scale" type="F32" />
        <prop name="DriftControl lock ratio effect scale" type="F32" />
        <prop name="Drift rear grip bias" type="F32" />
        <prop name="Live HDVehicle trace enabled" type="Bool" />
        <prop name="Disable PhysX switching" type="Bool" />
    </class>
    <class name="BRTTIRefCount" base="root class" />
    <class name="BPersistent" base="BRTTIRefCount">
        <prop name="Name" type="String" />
    </class>
    <class name="ImpactTweaker" base="BPersistent">
        <prop name="Distance Threshold" type="F32" />
        <prop name="Magnitude Minimum" type="F32" />
        <prop name="Magnitude Scale" type="F32" />
        <prop name="Level Scale (Novice/Norm/XP/Pro)" type="Vec4f" />
        <prop name="Random Chance" type="F32" />
    </class>
    <data class="PhysicsTweaker" id="0xC16580">
        <prop name="Name" data="Physics Tweaker" />
        <prop name="Brake Glow Minimum Temperature" data="430" />
        <prop name="Brake Glow Maximum Temperature" data="440" />
        <prop name="Brake Glow Scale for AI" data="0.55" />
        <prop name="Brake Glow Scale for Player" data="1" />
        <prop name="AI Drifting Model" data="AIDriftCar" />
        <prop name="Continuous CD Thickness" data="-1" />
        <prop name="Joint Iterations" data="6" />
        <prop name="Joint Strength" data="1.4" />
        <prop name="Flapping Parts Bump Config" data="1;1.5;0.5" />
        <prop name="Enable Anti Flip Aid" data="false" />
        <prop name="Anti Flip Minimum Angle" data="45" />
        <prop name="Anti Flip Maximum Angle" data="60" />
        <prop name="Anti Flip Torque Fixing Force" data="5" />
        <prop name="Anti Flip Orientation Fixing Force" data="2" />
        <prop name="Tyre Wear Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
        <prop name="Brake Wear Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
        <prop name="Engine Wear Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
        <prop name="Gearbox Wear Scale (Novice/Norm/XP/Pro)" data="0;0;0;0" />
        <prop name="Aero Overheating Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
        <prop name="Tyre Blown Enabled (Novice/Norm/XP/Pro)" data="0;0;0;0" />
        <prop name="Engine Blown Enabled (Novice/Norm/XP/Pro)" data="0;0;0;0" />
        <prop name="Tyre Detached Enabled (Novice/Norm/XP/Pro)" data="0;0;0;0" />
        <prop name="Minimum Bump Stop Force" data="0.5" />
        <prop name="Maximum Bump Stop Force" data="2" />
        <prop name="Impact Tweakers" elements="7">
            <funcpropdata>
                <data class="ImpactTweaker" id="0xC16660">
                    <prop name="Name" data="Tyre Wear" />
                    <prop name="Distance Threshold" data="0.7" />
                    <prop name="Magnitude Minimum" data="10" />
                    <prop name="Magnitude Scale" data="15000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC166A0">
                    <prop name="Name" data="Suspension" />
                    <prop name="Distance Threshold" data="1" />
                    <prop name="Magnitude Minimum" data="500" />
                    <prop name="Magnitude Scale" data="2000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC166E0">
                    <prop name="Name" data="Detach Wheel" />
                    <prop name="Distance Threshold" data="1" />
                    <prop name="Magnitude Minimum" data="1000" />
                    <prop name="Magnitude Scale" data="1" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
                    <prop name="Random Chance" data="0.5" />
                </data>
                <data class="ImpactTweaker" id="0xC16720">
                    <prop name="Name" data="Engine" />
                    <prop name="Distance Threshold" data="0" />
                    <prop name="Magnitude Minimum" data="800" />
                    <prop name="Magnitude Scale" data="20000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="1;1;1;1" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC16760">
                    <prop name="Name" data="Front Aero" />
                    <prop name="Distance Threshold" data="0" />
                    <prop name="Magnitude Minimum" data="1000" />
                    <prop name="Magnitude Scale" data="2000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="0;0;0;0" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC167A0">
                    <prop name="Name" data="Rear Aero" />
                    <prop name="Distance Threshold" data="0" />
                    <prop name="Magnitude Minimum" data="1000" />
                    <prop name="Magnitude Scale" data="2000" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="0;0;0;0" />
                    <prop name="Random Chance" data="1" />
                </data>
                <data class="ImpactTweaker" id="0xC167E0">
                    <prop name="Name" data="Sharp Object Damage" />
                    <prop name="Distance Threshold" data="0.7" />
                    <prop name="Magnitude Minimum" data="0" />
                    <prop name="Magnitude Scale" data="100" />
                    <prop name="Level Scale (Novice/Norm/XP/Pro)" data="0;0;0;0" />
                    <prop name="Random Chance" data="1" />
                </data>
            </funcpropdata>
        </prop>
        <prop name="Drafting Minimum Speed" data="25" />
        <prop name="Drafting Ramp Speed" data="35" />
        <prop name="Drafting Maximum Speed" data="120" />
        <prop name="Drafting Max Distance In Front" data="40" />
        <prop name="Drafting Min Lateral In Front" data="2" />
        <prop name="Drafting Max Lateral In Front" data="4" />
        <prop name="Drafting Max Distance Behind" data="0" />
        <prop name="Drafting Min Lateral Behind" data="0" />
        <prop name="Drafting Max Lateral Behind" data="0" />
        <prop name="Drafting Air Scale" data="0.5" />
        <prop name="Low Speed TC At Rest" data="0.1" />
        <prop name="Low Speed TC Speed Threshold" data="6" />
        <prop name="Low Speed Grip At Rest" data="0.5" />
        <prop name="Low Speed Grip Speed Threshold" data="6" />
        <prop name="Low Speed RPM_Range Scale (Novice/Norm/XP/Pro)" data="2;1.67;1.33;1" />
        <prop name="Auto Reset - Time Collision Is Disabled" data="3" />
        <prop name="Auto Reset - Minimum Speed in MPH" data="30" />
        <prop name="Force Movement" data="true" />
        <prop name="Force Movement Logging" data="false" />
        <prop name="Adjustable Upgrade Level 0" data="0" />
        <prop name="Adjustable Upgrade Level 1" data="1" />
        <prop name="Adjustable Upgrade Level 2" data="2" />
        <prop name="Adjustable Upgrade Level 3" data="3" />
        <prop name="Adjustable Upgrade Level 4" data="4" />
        <prop name="Rumble Strip Front Wheel Grip Scale" data="0.7" />
        <prop name="Rumble Strip Front Wheel Grip Scale Drift" data="0.3" />
        <prop name="Upgrade PC Scale 0" data="1" />
        <prop name="Upgrade PC Scale 1" data="1" />
        <prop name="Upgrade PC Scale 2" data="1" />
        <prop name="Upgrade PC Scale 3" data="1" />
        <prop name="Upgrade PC Scale 4" data="1" />
        <prop name="Upgrade PC Scale 5" data="1" />
        <prop name="Upgrade PC Scale 6" data="1" />
        <prop name="Upgrade PC Scale 7" data="1" />
        <prop name="Global Upgrade PC Scale 0" data="1" />
        <prop name="Global Upgrade PC Scale 1" data="1" />
        <prop name="Global Upgrade PC Scale 2" data="1" />
        <prop name="Global Upgrade PC Scale 3" data="1" />
        <prop name="Global Upgrade PC Scale 4" data="1" />
        <prop name="Global Upgrade PC Scale 5" data="1" />
        <prop name="Global Upgrade PC Scale 6" data="1" />
        <prop name="Global Upgrade PC Scale 7" data="1" />
        <prop name="Global Upgrade PC Scale 8" data="1" />
        <prop name="Global Upgrade PC Scale 9" data="1" />
        <prop name="Global Upgrade PC Scale 10" data="1" />
        <prop name="Global Upgrade PC Scale 11" data="1" />
        <prop name="Global Upgrade PC Scale 12" data="1" />
        <prop name="Global Upgrade PC Scale 13" data="1" />
        <prop name="Global Upgrade PC Scale 14" data="1" />
        <prop name="Global Upgrade PC Scale 15" data="1" />
        <prop name="Global Upgrade PC Scale 16" data="1" />
        <prop name="Global Upgrade PC Scale 17" data="1" />
        <prop name="Global Upgrade PC Scale 18" data="1" />
        <prop name="Global Upgrade PC Scale 19" data="1" />
        <prop name="Global Upgrade PC Scale 20" data="1" />
        <prop name="Global Upgrade PC Scale 21" data="1" />
        <prop name="Global Upgrade PC Scale 22" data="1" />
        <prop name="Global Upgrade PC Scale 23" data="1" />
        <prop name="Global Upgrade PC Scale 24" data="1" />
        <prop name="Global Upgrade PC Scale 25" data="1" />
        <prop name="Global Upgrade PC Scale 26" data="1" />
        <prop name="Global Upgrade PC Scale 27" data="1" />
        <prop name="Global Upgrade PC Scale 28" data="1" />
        <prop name="Global Upgrade PC Scale 29" data="1" />
        <prop name="Global Upgrade PC Scale 30" data="1" />
        <prop name="Global Upgrade PC Scale 31" data="1" />
        <prop name="throttle control" data="2;2;2;0" />
        <prop name="antilock brakes" data="2;2;2;0" />
        <prop name="stability control" data="2;1;1;0" />
        <prop name="steering help" data="2;2;0;0" />
        <prop name="brake help" data="2;2;0;0" />
        <prop name="spin recovery" data="1;0;0;0" />
        <prop name="invulnerable" data="1;1;1;1" />
        <prop name="opposite lock target" data="1;1;1;0" />
        <prop name="drift opposite lock target" data="1;1;1;0" />
        <prop name="drift line" data="1;1;1;0" />
        <prop name="drift yaw" data="1;1;1;0" />
        <prop name="drift speed" data="1;1;1;0" />
        <prop name="drift traction control" data="1;1;1;0" />
        <prop name="auto clutch" data="1" />
        <prop name="steering help function" data="0" />
        <prop name="tick rate" data="360" />
        <prop name="auto reverse" data="true" />
        <prop name="auto shift override time" data="0.55" />
        <prop name="manual shift override time" data="0.5" />
        <prop name="steer ratio speed" data="25" />
        <prop name="novice steering help" data="0" />
        <prop name="grip level" data="1.0;1.0;1.0;1.0" />
        <prop name="drift grip" data="1.0;1.0;1.0;1.0" />
        <prop name="drift tire stiffness" data="0.9;0.9;0.9;0.9" />
        <prop name="drift front grip" data="1.1;1.1;1.07;1" />
        <prop name="CGHeight Scale" data="1.0;1.0;1.0;1.0" />
        <prop name="Drift CGHeight Scale" data="1.0;1.0;1.0;1.0" />
        <prop name="ai physics difficulty mix (grip,torque,gear,fuel)" data="40;80;20;0" />
        <prop name="ai driver strength" data="100;100;100" />
        <prop name="ai driver aggression" data="0;0;0" />
        <prop name="fuel mult" data="1" />
        <prop name="tire mult" data="1" />
        <prop name="ai min raduis" data="20" />
        <prop name="ai max load" data="40000" />
        <prop name="ai additional fuel mult" data="0.95" />
        <prop name="ai brake power" data="0.85" />
        <prop name="ai brake grip" data="0.5" />
        <prop name="ai corner grip" data="0.5" />
        <prop name="ai power calibration" data="0" />
        <prop name="crash recovery" data="true" />
        <prop name="head physics" data="1" />
        <prop name="visual steering at speed" data="1" />
        <prop name="DriftControl max steer velocity scale" data="1" />
        <prop name="DriftControl rise damping scale" data="1" />
        <prop name="DriftControl fall damping scale" data="1" />
        <prop name="DriftControl nominal yaw angle scale" data="1" />
        <prop name="DriftControl yaw angle effect scale" data="1" />
        <prop name="DriftControl lock ratio effect scale" data="1" />
        <prop name="Drift rear grip bias" data="0.5" />
        <prop name="Live HDVehicle trace enabled" data="false" />
        <prop name="Disable PhysX switching" data="true" />
    </data>
</Reflection>

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7#
发表于 2009-10-9 18:54:17 |只看该作者
多谢楼主分享。。。。。。。。。。。。。。。。。。

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8#
发表于 2009-10-10 00:09:11 |只看该作者
玩个游戏真累啊,还要自己修改物理,现在出的NFS13难道是测试版

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9#
发表于 2009-10-10 00:31:12 |只看该作者
LS的,没人要你累,没有人逼你的,玩默认的就行。GTA4的各种补丁有多少你知道吗?但没人说一定要装补丁的,只是个人需求不同而已。
E5200

9600GT

2G DDR800

在某个无聊的一天,我的朋友给我打了一个电话,他说了很久很久,可在他说完的时候, 他挂了。

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10#
发表于 2009-10-10 04:08:59 |只看该作者
真正的物理修改要深入到内部,能修改到这部分的内容才是真正意义上的修改物理,NFS 13的物理引擎就是活生生的变种GM引擎。和RF的物理文件格式没太多区别。以下只是物理的很少一部分的内容:

[CONTROLS]
DriftDriveTorqueMultiplier=(1.0,1.0,1.0,1.0)
DriftGrip=(1.0,1.0,1.0,1.0)
ThrottleControl=(2,2,1,1)
AntilockBrakes=(2,2,1,1)
DriftSteerFilterSpeedOffset=8.0
DriftIdealLineHelp=(1,1,0,0)
MaxSteerVelocityScale=1.0
NominalRiseDampingScale=1.0
NominalFallDampingScale=1.2
NominalYawAngleScale=1.00
SteeringFFBMult=1.0
UpshiftAlgorithm=(0.98,0.0) //  percentage of the rev limit to upshift at.  If the 2nd value is non-zero, then we will use it as the exact RPM to upshift at.
DownshiftAlgorithm=(0.85,0.80,0.80) // percentage of "optimum" downshift point in high gears, percentage of "optimum" downshift point in low gears, oval adjustment.
SteerLockRange=(5.0, 1.0, 50)
SteerLockSetting=20
DriftSteerLockSetting=47
RearBrakeRange=(0.200, 0.005, 121)
RearBrakeSetting=35
BrakePressureRange=(0.50, 0.01, 51)
BrakePressureSetting=35
HandbrakePressRange=(0.00, 0.1, 21) //
HandbrakePressSetting=20
AutoUpshiftGripThresh=0.0          // auto upshift waits until all driven wheels have this much grip (reasonable range: 0.4-0.9)
AutoDownshiftGripThresh=0.0        // auto downshift waits until all driven wheels have this much grip (reasonable range: 0.4-0.9)
TractionControlGrip=(1.00, 0.20)    // average driven wheel grip multiplied by 1st number, then added to 2nd
TractionControlLevel=(0.30, 0.90)   // effect of grip on throttle for low TC and high TC
ABS4Wheel=1                         // 0 = old-style single brake pulse, 1 = more effective 4-wheel ABS
ABSGrip=(1.00, 0.20)                // grip multiplied by 1st number and added to 2nd
ABSLevel=(0.20, 0.40)               // effect of grip on brakes for low ABS and high ABS


[ENGINE]
SpeedLimiter=1                      // Whether a pitlane speed limiter is available

[DRIVELINE]
DriftDiffSpool=0
AdjustableFinalGearsMinimumLevel=0
AdjustableGearsMinimumLevel=0
AdjustableGearsRange=2
AdjustableGearsFinalRange=4
ClutchEngageRate=0.8          //Auto clutch gradual engagement rate from neutral to 1st gear.
ClutchInertia=0.0148
ClutchTorque=1000.0
ClutchWear=0.0
ClutchFriction=15.000
BaulkTorque=950.0
SemiAutomatic=0                     // whether throttle and clutch are operated automatically
UpshiftDelay=0.25                  // delay in selecting higher gear (low for semi-automatic, higher for manual)
UpshiftClutchTime=0.25             // time to ease auto-clutch in AFTER upshift (0.0 for F1 cars)
DownshiftDelay=0.50               // delay in selecting lower gear (low for semi-automatic, higher for manual)
DownshiftClutchTime=0.50           // time to ease auto-clutch in AFTER downshift (used to be SemiAutoClutchTime, note that the shift will complete significantly before the clutch is fully engaged)
DownshiftBlipThrottle=0.70          // amount of throttle used to blip if controlled by game (instead of player)
WheelDrive=REAR                     // which wheels are driven: REAR, FOUR (even torque split), or FRONT
FinalDriveSetting=26                 // indexed into GearFile list
ReverseSetting=0
ForwardGears=6
Gear1Setting=2
Gear2Setting=30
Gear3Setting=48
Gear4Setting=54
Gear5Setting=57
Gear6Setting=59
DiffPumpTorque=00.0                // at 100% pump diff setting, the torque redirected per wheelspeed difference in radians/sec (roughly 1.2kph)
DiffPumpRange=(0.00, 0.00, 0)
DiffPumpSetting=0
DiffPowerRange=(0.0,0.05,20)        // fraction of power-side input torque transferred through diff
DiffPowerSetting=10                // (not implemented for four-wheel drive)
DiffCoastRange=(0.0,0.05,20)        // fraction of coast-side input torque transferred through diff
DiffCoastSetting=10                 // (not implemented for four-wheel drive)
DiffPreloadRange=(80.0, 10.0, 5)     // preload torque that must be overcome to have wheelspeed difference
DiffPreloadSetting=0                // (not implemented for four-wheel drive)

[FRONTLEFT]
BumpTravel=-0.020                   // travel to bumpstop with zero packers and zero ride height
ReboundTravel=-0.160                // these two numbers assume front ride height is 30cm to 90cm with 10cm leeway
BumpStopSpring=250000.0             // initial spring rate of bumpstop
BumpStopRisingSpring=1.25e9         // rising spring rate of bumpstop (multiplied by deflection squared)
BumpStopDamper=2000.0               // initial damping rate of bumpstop
BumpStopRisingDamper=2.19e7         // rising damper rate of bumpstop (multiplied by deflection squared)
BumpStage2=0.090                    // speed where damper bump moves from slow to fast
ReboundStage2=-0.090                // speed where damper rebound moves from slow to fast
FrictionTorque=9.50                 // Newton-meters of friction between spindle and wheel
SpinInertia=1.622                   // inertia in pitch direction including any axle
CGOffsetX=0.000                     // x-offset from graphical center to physical center (NOT IMPLEMENTED)
PushrodSpindle=(-0.150, -0.150, 0.000) // relative to spindle
PushrodBody=(-0.350, 0.320, 0.000)   // spring/damper connection to body (relative to wheel center)
CamberRange=(-4.5, 0.1, 66)
CamberSetting=30
PressureRange=(180.0, 1.0, 106)
PressureSetting=50
PackerRange=(0.000, 0.001, 41)
PackerSetting=0
SpringMult=1.00                 // take into account suspension motion if spring is not attached to spindle (affects physics but not garage display)
SpringRange=(90000.0, 15000.0, 6)
SpringSetting=0
RideHeightRange=(0.100, -0.005, 6)
RideHeightSetting=0
DamperMult=1.00                    // take into account suspension motion if damper is not attached to spindle (affects physics but not garage display)
SlowBumpRange=(4000.0, 300.0, 11)
SlowBumpSetting=4
FastBumpRange=(2000.0, 200.0, 11)
FastBumpSetting=4
SlowReboundRange=(8000.0, 300.0, 16)
SlowReboundSetting=8
FastReboundRange=(4000.0, 300.0, 16)
FastReboundSetting=8
BrakeDiscRange=(0.035, 0.000, 0)    // disc thickness
BrakeDiscSetting=0
BrakePadRange=(0, 1, 5)             // pad type (not implemented)
BrakePadSetting=2
BrakeDiscInertia=0.001              // inertia per meter of thickness
BrakeOptimumTemp=450.0              // optimum brake temperature in Celsius
BrakeFadeRange=450.0               // temperature outside of optimum that brake grip drops to half (too hot or too cold)
BrakeWearRate=1.215e-011             // meters of wear per second at optimum temperature
BrakeFailure=(1.33e-002,7.20e-004)  // average and variation in disc thickness at failure
BrakeTorque=4500.0                  // maximum brake torque at zero wear and optimum temp
BrakeHeating=0.00050                 // heat added linearly with brake torque
BrakeCooling=(1.910e-002,0.667e-004)  // minimum brake cooling rate (static and per unit velocity)
BrakeDuctCooling=2.000e-004         // brake cooling rate per brake duct setting

[FRONTRIGHT]
BumpTravel=-0.020                   // travel to bumpstop with zero packers and zero ride height
ReboundTravel=-0.160                // these two numbers assume front ride height is 30cm to 90cm with 10cm leeway
BumpStopSpring=250000.0             // initial spring rate of bumpstop
BumpStopRisingSpring=1.25e9         // rising spring rate of bumpstop (multiplied by deflection squared)
BumpStopDamper=2000.0               // initial damping rate of bumpstop
BumpStopRisingDamper=2.19e7         // rising damper rate of bumpstop (multiplied by deflection squared)
BumpStage2=0.090                    // speed where damper bump moves from slow to fast
ReboundStage2=-0.090                // speed where damper rebound moves from slow to fast
FrictionTorque=9.50                 // Newton-meters of friction between spindle and wheel
SpinInertia=1.622                   // inertia in pitch direction including any axle
CGOffsetX=0.000                     // x-offset from graphical center to physical center (NOT IMPLEMENTED)
PushrodSpindle=(0.150, -0.150, 0.000) // relative to spindle
PushrodBody=(0.350, 0.320, 0.000)   // spring/damper connection to body (relative to wheel center)
CamberRange=(-4.5, 0.1, 66)
CamberSetting=30
PressureRange=(180.0, 1.0, 106)
PressureSetting=50
PackerRange=(0.000, 0.001, 41)
PackerSetting=0
SpringMult=1.00                  // take into account suspension motion if spring is not attached to spindle (affects physics but not garage display)
SpringRange=(90000.0, 15000.0, 6)
SpringSetting=0
RideHeightRange=(0.100, -0.005, 6)
RideHeightSetting=0
DamperMult=1.0                     // take into account suspension motion if damper is not attached to spindle (affects physics but not garage display)
SlowBumpRange=(4000.0, 300.0, 11)
SlowBumpSetting=4
FastBumpRange=(2000.0, 200.0, 11)
FastBumpSetting=4
SlowReboundRange=(8000.0, 300.0, 16)
SlowReboundSetting=8
FastReboundRange=(4000.0, 300.0, 16)
FastReboundSetting=8
BrakeDiscRange=(0.035, 0.000, 0)    // disc thickness
BrakeDiscSetting=0
BrakePadRange=(0, 1, 5)             // pad type (not implemented)
BrakePadSetting=2
BrakeDiscInertia=0.001              // inertia per meter of thickness
BrakeOptimumTemp=450.0              // optimum brake temperature in Celsius
BrakeFadeRange=450.0               // temperature outside of optimum that brake grip drops to half (too hot or too cold)
BrakeWearRate=1.215e-011             // meters of wear per second at optimum temperature
BrakeFailure=(1.33e-002,7.20e-004)  // average and variation in disc thickness at failure
BrakeTorque=4500.0                  // maximum brake torque at zero wear and optimum temp
BrakeHeating=0.00050                 // heat added linearly with brake torque
BrakeCooling=(1.910e-002,0.667e-004)  // minimum brake cooling rate (static and per unit velocity)
BrakeDuctCooling=2.000e-004         // brake cooling rate per brake duct setting

[REARLEFT]
BumpTravel=-0.020                   // travel to bumpstop with zero packers and zero ride height
ReboundTravel=-0.180                // these two numbers assume rear ride height is 40cm to 100cm with 10cm leeway
BumpStopSpring=250000.0             // initial spring rate of bumpstop
BumpStopRisingSpring=1.25e9         // rising spring rate of bumpstop (multiplied by deflection squared)
BumpStopDamper=2000.0               // initial damping rate of bumpstop
BumpStopRisingDamper=2.19e7         // rising damper rate of bumpstop (multiplied by deflection squared)
BumpStage2=0.090                    // speed where damper bump moves from slow to fast
ReboundStage2=-0.090                // speed where damper rebound moves from slow to fast
FrictionTorque=12.50                 // Newton-meters of friction between spindle and wheel
SpinInertia=1.850                   // inertia in pitch direction including any axle
CGOffsetX=-0.030                     // x-offset from graphical center to physical center (NOT IMPLEMENTED)
PushrodSpindle=(-0.200, -0.150, 0.000) // relative to spindle
PushrodBody=(-0.400, 0.320, 0.000)       // spring/damper connection to body (relative to wheel center)
CamberRange=(-4.5, 0.1, 66)
CamberSetting=35
PressureRange=(180.0, 1.0, 106)
PressureSetting=50
PackerRange=(0.000, 0.001, 61)
PackerSetting=0
SpringMult=1.00                  // take into account suspension motion if spring is not attached to spindle (affects physics but not garage display)
SpringRange=(80000.0, 13333.0, 6)
SpringSetting=0
RideHeightRange=(0.120, -0.005, 6)
RideHeightSetting=0
DamperMult=1.00                     // take into account suspension motion if damper is not attached to spindle (affects physics but not garage display)
SlowBumpRange=(4000.0, 300.0, 11)
SlowBumpSetting=2
FastBumpRange=(2000.0, 200.0, 11)
FastBumpSetting=2
SlowReboundRange=(8000.0, 300.0, 16)
SlowReboundSetting=8
FastReboundRange=(4000.0, 300.0, 16)
FastReboundSetting=8
BrakeDiscRange=(0.032, 0.000, 0)    // disc thickness
BrakeDiscSetting=0
BrakePadRange=(0, 1, 5)             // pad type (not implemented)
BrakePadSetting=2
BrakeDiscInertia=0.001              // inertia per meter of thickness
BrakeOptimumTemp=450.0              // optimum brake temperature in Celsius (peak brake grip)
BrakeFadeRange=450.0               // temperature outside of optimum that brake grip drops to half (too hot or too cold)
BrakeWearRate=1.215e-011             // meters of wear per second at optimum temperature
BrakeFailure=(1.33e-002,7.20e-004)  // average and variation in disc thickness at failure
BrakeTorque=4050.0                  // maximum brake torque at zero wear and optimum temp
BrakeHeating=0.00045                 // heat added linearly with brake torque
BrakeCooling=(1.417e-002,0.495e-004)  // minimum brake cooling rate (static and per unit velocity)
BrakeDuctCooling=1.600e-004         // brake cooling rate per brake duct setting


[REARRIGHT]
BumpTravel=-0.020                   // travel to bumpstop with zero packers and zero ride height
ReboundTravel=-0.180                // these two numbers assume rear ride height is 40cm to 100cm with 10cm leeway
BumpStopSpring=250000.0             // initial spring rate of bumpstop
BumpStopRisingSpring=1.25e9         // rising spring rate of bumpstop (multiplied by deflection squared)
BumpStopDamper=2000.0               // initial damping rate of bumpstop
BumpStopRisingDamper=2.19e7         // rising damper rate of bumpstop (multiplied by deflection squared)
BumpStage2=0.090                    // speed where damper bump moves from slow to fast
ReboundStage2=-0.090                // speed where damper rebound moves from slow to fast
FrictionTorque=12.50                 // Newton-meters of friction between spindle and wheel
SpinInertia=1.850                   // inertia in pitch direction including any axle
CGOffsetX=-0.030                     // x-offset from graphical center to physical center (NOT IMPLEMENTED)
PushrodSpindle=(0.200, -0.150, 0.000) // relative to spindle
PushrodBody=(0.400, 0.320, 0.000)       // spring/damper connection to body (relative to wheel center)
CamberRange=(-4.5, 0.1, 66)
CamberSetting=35
PressureRange=(180.0, 1.0, 106)
PressureSetting=50
PackerRange=(0.000, 0.001, 61)
PackerSetting=0
SpringMult=1.00                // take into account suspension motion if spring is not attached to spindle (affects physics but not garage display)
SpringRange=(80000.0, 13333.0, 6)
SpringSetting=0
RideHeightRange=(0.120, -0.005, 6)
RideHeightSetting=0
DamperMult=1.00                     // take into account suspension motion if damper is not attached to spindle (affects physics but not garage display)
SlowBumpRange=(4000.0, 300.0, 11)
SlowBumpSetting=2
FastBumpRange=(2000.0, 200.0, 11)
FastBumpSetting=2
SlowReboundRange=(8000.0, 300.0, 16)
SlowReboundSetting=8
FastReboundRange=(4000.0, 300.0, 16)
FastReboundSetting=8
BrakeDiscRange=(0.032, 0.000, 0)    // disc thickness
BrakeDiscSetting=0
BrakePadRange=(0, 1, 5)             // pad type (not implemented)
BrakePadSetting=2
BrakeDiscInertia=0.001              // inertia per meter of thickness
BrakeOptimumTemp=450.0              // optimum brake temperature in Celsius (peak brake grip)
BrakeFadeRange=450.0               // temperature outside of optimum that brake grip drops to half (too hot or too cold)
BrakeWearRate=1.215e-011             // meters of wear per second at optimum temperature
BrakeFailure=(1.33e-002,7.20e-004)  // average and variation in disc thickness at failure
BrakeTorque=4050.0                  // maximum brake torque at zero wear and optimum temp
BrakeHeating=0.00045                 // heat added linearly with brake torque
BrakeCooling=(1.417e-002,0.495e-004)  // minimum brake cooling rate (static and per unit velocity)
BrakeDuctCooling=1.600e-004         // brake cooling rate per brake duct setting

[ 本帖最后由 kloss 于 2009-10-10 04:11 编辑 ]

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11#
发表于 2009-10-10 07:34:03 |只看该作者
采访官方的哪个制作者

其中透露了新补丁对A卡的优化  还有一点就是可能会加入一个发烧级模式 和AI修正问题。。。。
Guys who believe

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12#
发表于 2009-10-11 10:25:04 |只看该作者
这个物理不是制作者级别的就不能乱改,要不就乱套了。shift应该写了一套很好的物理,最后在输出的时候动了手脚,结果就这样了。moder应该只要修改最后输出环节,还原游戏的本来面貌就对了,修改物理?请制作者自己来改把,要不然弄成山脊都有可能。
E5200

9600GT

2G DDR800

在某个无聊的一天,我的朋友给我打了一个电话,他说了很久很久,可在他说完的时候, 他挂了。

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13#
发表于 2009-10-11 13:47:08 |只看该作者
NFS 13只要是能把加密的物理文件弄成可编辑的,改物理不是什么天大的问题。要知道,RF GTR2会做MOD的大把人在。。。物理?会做物理的老外多了去了,不要小看MODER哦【要知道SIMBIN在做游戏之前也是个MOD小组,说白了就是做MOD出名被看上了】,像RF,官方上450分以上的MOD物理绝对是有保证的。因为在RF里物理制作本身就是开放性质的,不能修改的只是真正的物理内核,比如GM2引擎里的悬挂类型很少,几乎是清一色的双A悬挂,没有麦花臣。GM2的物理开放得很,没看见每段物理参数旁边都有英文说明的吗?

[ 本帖最后由 kloss 于 2009-10-11 14:03 编辑 ]

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14#
发表于 2009-10-11 14:24:00 |只看该作者
原来是这么一回事,受教了。看来楼上也经常玩拟真的,试过我发的那个mod了没有,说说看如何。
E5200

9600GT

2G DDR800

在某个无聊的一天,我的朋友给我打了一个电话,他说了很久很久,可在他说完的时候, 他挂了。

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15#
发表于 2009-10-11 16:04:56 |只看该作者
不懂得这些数据.希望高手能改出一套好的数据..就因为看重极品的画面..

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16#
发表于 2009-10-11 16:08:09 |只看该作者
  游戏默认状态、极品菜鸟玩家飘过~
The Fast and the Furious

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17#
发表于 2009-10-11 16:11:38 |只看该作者
lz真乃神人也

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18#
发表于 2009-10-11 16:21:43 |只看该作者
愈难既是愈真实么?这是现今SIM界的迷思。
Smooth is fast.

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19#
发表于 2009-10-11 16:27:50 |只看该作者
还原游戏制作者的初衷-对极品13的真实性研究

没啥其他的意思,只是想探究一番何谓游戏制作者的初衷。
Smooth is fast.

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20#
发表于 2009-10-11 17:05:56 |只看该作者
我在学校,G25放家里还没试过。。。可以肯定的是GM2引擎就是GM2引擎,怎么改都是那个味道。。。NFS 13的亮点是画面,不是物理。再说这物理引擎也过时了,要物理就等开发中的RF2,更多的悬挂种类,改进的轮胎物理。

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