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Who is online? | In total there are 7 users online :: 1 Registered, 0 Hidden and 6 Guests :: 1 Bot michal83Most users ever online was 331 on Sat 10 Apr 2021, 6:25 am |
| | Larger, realistic car damage. | |
| | Author | Message |
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ponuryarchitekt

Anzahl der Beiträge : 108 Anmeldedatum : 2011-08-31 Alter : 50 Ort : Poland
 | Subject: Larger, realistic car damage. Sun 10 Mar 2013, 1:59 pm | |
| Welcome. Around the same experts, so the question probably should not be too difficult. What to do (and where) to change the car susceptible to failure? This would involve me about some random crashes (clutch, electrics, transmission, etc.), more damage during collisions, increased tire wear, suspension, etc. For a total of a few years playing in GTL and noticed that all these accidents happen to computer opponents, but not me ... Regards | |
|  | | GeeDee Premium Member


Anzahl der Beiträge : 4040 Anmeldedatum : 2010-06-23 Alter : 73 Ort : 1 hour from Croft and enough distance from Rick & Ney
 | Subject: Re: Larger, realistic car damage. Sun 10 Mar 2013, 2:29 pm | |
| Have you got the damage turned off in the options? | |
|  | | ponuryarchitekt

Anzahl der Beiträge : 108 Anmeldedatum : 2011-08-31 Alter : 50 Ort : Poland
 | Subject: Re: Larger, realistic car damage. Sun 10 Mar 2013, 4:36 pm | |
| No, no ... All I have on, what I mean is that if two cars collide going full throttle, then both should be unfit to drive. Just such a blow to the gang at the speed of 200 kilometers per hour. Car should not have to move, while I myself freely take back and move on (the fact that some time dying my steering, but still going on). I mean the strengthening of damage and some random crashes of the car systems. Oh! For example, "flat tire" because the tire wears very quickly. Where are the files you can tweak? In short ... the point is that the cars were more delicate, emergency and unpredictable ... | |
|  | | AHTOAH

Anzahl der Beiträge : 102 Anmeldedatum : 2010-07-27 Alter : 38 Ort : Varna, Bulgaria
 | Subject: Re: Larger, realistic car damage. Sun 10 Mar 2013, 5:07 pm | |
| The car damage is complex and these settings are not in just one file. For example the Tyre wear can be adjusted in the *.tyr file For Brake wear rate you have to check the *.hdc file For Engine heating you have to check the *.eng file
But mainly you have to look in the *.dmg file There are settings with influence on engine seizure, aerodynamics, detachment of parts and deformations. | |
|  | | ponuryarchitekt

Anzahl der Beiträge : 108 Anmeldedatum : 2011-08-31 Alter : 50 Ort : Poland
 | Subject: Re: Larger, realistic car damage. Sun 10 Mar 2013, 5:58 pm | |
| A total of hundreds of files. Or dozens of the same "dmg". From what I can see, there is still the "main" file DAMAGE.DMG, in the "Teams". Is the "mess" in this file will change in all cars? | |
|  | | GeeDee Premium Member


Anzahl der Beiträge : 4040 Anmeldedatum : 2010-06-23 Alter : 73 Ort : 1 hour from Croft and enough distance from Rick & Ney
 | Subject: Re: Larger, realistic car damage. Mon 11 Mar 2013, 11:26 am | |
| Because the files are named especially for that mod they will only affect that mod to get this to work for every car you will have to tweak every mod!! A lot of work!!! | |
|  | | ponuryarchitekt

Anzahl der Beiträge : 108 Anmeldedatum : 2011-08-31 Alter : 50 Ort : Poland
 | Subject: Re: Larger, realistic car damage. Mon 11 Mar 2013, 12:09 pm | |
| So the weeks (or months) changes and testing. It's very discouraging. Thank you for the clarification. In total, topic can be removed (so as not to clutter up the forum). | |
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