@DavidG53 wrote:
@ActuallyImJulie wrote:
@DavidG53Glad to hear it, it's obviously not big problem or anything, just small details add up and all that.
Another small detail that's been bothering me is Mexico. Previously I believe it was in the "medium" scaling group, but since air density isn't really simulated it was simply like any other circuit. This could have been mitigated by adding it to "very low", but now that downforce isn't scaled like that anymore, are there any plans for how to handle Mexico?
I did look into it. we had plans to have humidity and elevation influence the air density, but that would be an enormous amount of data needed for the AI. Basically it would be different aerodynamics level on many tracks, and would be very dynamic with humidity, and since we try to have the ai as much as possible on the same model as the player, that is very difficult to achieve.
Would this be a similar problem with air and track temperatures having a significant effect on tires and engine temps? Like would coding extra lines for tyre heating (work energy rate and roll energy rate) and engine cooling (CoefHeatTransferLinear?) dependant on the air and track temps suffice (in ~5° steps with a slope between each step just like it works with tyre wear going from 0% to 6%, 13%, 19% etc. just crossing into each other) or do you think it would take similar huge amount of coding? Aside from the AI required to make tyre pressure changes for certain temperatures and possibly driving out of the slipstream for better cooling of course