In this update5
Full notes
Full Sprocket update
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What changed
- Balance
- Gameplay
- Performance
- Fixes
Sprocket changes
Hi all,
Sorry for the wait! This was a tricky one
There's an experimental build of 0.2.51 up on the experimental branch
This time powertrain and track behaviour have seen a full overhaul.
Main Changes
The powertrain simulation is now much more realistic.
Moved the track simulation off of PhysX into an in-house solution. This allowed for in-depth rolling resistance and bump-stop simulation and paves the way for more factors like weight dispersion to be simulated. This moves a lot of the physics work onto other threads.
Track collisions are now belt-based instead of wheel-based. Allows the belt under the sprocket and idler to provide traction and suspension.
Added a new traction model. It's now more realistic and allows track slipping, skidding and drifting.
Clutches are now more realistic, with a maximum torque transfer and slippage.
The clutch is now disengaged during gear shifts.
Track belts now have every joint simulated and more accurate collisions with the wheels. Belts can now detach from the wheels instead of being anchored to them.
Destroying tracks now causes their belt to break. Instead of the placeholder 'belt vanishing'.
Suspension now simulates bump-stops. When a suspension's travel is maxed-out, its bump stop applies strong forces to prevent damage.
Added microbumps to the ground. This simulates small (<5cm) irregularities in the ground. This is returning after it was cut due to optimization issues, it's optimized now.
Other changes
Torsion bars now have more realistic stiffness and travel.
Suspensions are now preloaded so that the vehicle sits at the target-angle (previously called rest angle). When the vehicle is off of the ground, suspension arms will extend down more than before.
Artificial physics constraints no longer need to be applied to the vehicle at rest, resulting in more realistic recoil when firing while stationary.
Twin transmission: The driver will no longer shift down more than 2 gears to steer while holding the throttle, 4 while the throttle is released at speed.
Fixed track wheels jumping when moving from a stand-still.
The final drive property has been moved from the transmission to the sprocket wheel.
The vehicle's powertrain speed limit is now shown next to the final drive property.
Key powertrain simulation variables are now shown in the movement info screen 'V'.
The driver now revs to an operating engine RPM when moving from a stand-still. This operating RPM is 50RPM over the target min.
Vehicles now launch on 2nd gear when starting on inclines below 5 degrees.
Brakes are no longer automatically applied above 5km/h, allowing you to cruise.
Switching between drive and reverse now requires the vehicle to come to a near complete stop.
The driver no longer upshifts on inclinations above 10 degrees.
The driver no longer upshifts when turning.
Suspension damping is now editable in WWI
Raised minimum torsion bar diameter from 20 to 30mm.
Raised minimum damping from 0.
Improved motion blur on fast moving tracks belts.
Smoothed suspension test bumps
The sprocket wheel is now classed as 'powertrain', and is visible in interior view. This provides easier access to the moved final drive.
Wheels no longer visually decouple from their suspension arms under high load.
Volute spring constants are now much closer to real values and scale more realistically.
Torsion bars can no longer be longer than the track separation.
Torsion bars now only offset one track if their length is above half the track separation.
Fixed the long-standing bug of vehicles jumping when exiting photomode. Photomode no longer scales the physics sample rate with the timescale. So slower timescales won't affect the physics sim.
Vehicle movement is now smoothed between physics updates. So if you run the game at over 100fps, you should see smoother movement and better motion blur.
Transmission aux gear ratio now disabled by default.
Leaf spring stiffness is now significantly higher than before.
Optimizations
The bulk of the movement system is now multithreadded.
Significantly optimized CPU-side rendering of track belts.
Known issues
Belts can clip through objects above them like fenders.
The modded invisible track segment part used for wheeled vehicles causes a crash.
Modded multi-tracks are broken.
Overall this update aims to:
Make all vehicles feel heavier, like you're driving a real tank.
Make light vehicles more viable by increasing the difficulty of designing manoeuvrable and well armoured vehicles (while still allowing heavy vehicles to have high top speeds).
Make suspension setups and track layouts affect vehicle behaviour more.
Fix several long-standing movement bugs.
Give it a go and let us know what you think!
Hamish
Source
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