A TONE value of 0 will not add any forces at the center. If this is a problem for your wheel, keep the TONE as low as possible. Other games just do not show the histogram, etc. My mid-level wheelbase to DD handles this without any notable clipping. There will always be a compromise depending on what you have. Of course, some wheelbases cannot sustain the added forces and start clipping. Some cars may need more or less and everyone's tastes are different. It feels pretty natural to me and the same feedback from some of you. I seem to typically have mine at about TONE 20. A good starting point might be a TONE of 10 or 15. The center boost is a percent (%) over the normal volume strength. The center boost strength is now controlled by the TONE slider. The engine FX will now be set by adjusting a user variable in the text file. Here's the update that includes what I was hinting at doing. Thank you for all the positive feedback and suggestions. My theory, as I feel this, is that we are losing detail in the car's handling, even with the added SOP and added tire patch.Įverything else should be equal in these versions unless I made an editing error.Ĭomments and reviews are always appreciated!!! Decreasing from 50 will decrease Fy, but will increase Mz. Increasing from 50 will increase Fy, but decrease Mz. Increasing the SMS RAW Tone control is just like it was in the SMS RAW flavor, but with the added SOP. Increasing TONE from there will increase the FyMz version equally up to a 50 % scale on both the force and momentum. At a tone-setting of 50, this is the RAW unscaled game engine. I will try to keep up with discussions and comments. I'm trying to get this out quickly as I have some other projects in the works and won't be able to get back to this - details are brief. PopsRacer v2021.10.31 - Please help me compare and contrast both TONE versions.
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