Aid penalties - do they have any effect?

cubbi

edit: wrong forum, it's rf2... :D

In the hdv file of each vehicle there is the following section:

Code:
[AIDPENALTIES] 
TC=(0.00,0.005,0.008)               // Weight penalties for using different
ABS=(0.000,0.005,0.010)             // levels of aids.  First value is typically
Stability=(0.000,0.005,0.010)       // with the aid off so it should be 0.0.
Autoshift=(0.00,0.00,0.00,0.00)     // Penalties should only be applied to
Steering=(0.000,0.005,0.008,0.008)  // aids that the vehicle would not be
Braking=(0.00,0.00,0.00)            // allowed to run with.  Penalties should
Invulnerable=(0.00,0.00)            // typically only be used if the aid improves
Opposite=(0.00,0.00)                // laptimes for a decent driver.
SpinRecovery=(0.00,0.00)            // Values are fractions of the total vehicle
AutoPit=(0.00,0.00)                 // mass, and are modeled as extra weight in
AutoLift=(0.00,0.00)                // the fuel tank.  Do not use negative values.
AutoBlip=(0.00,0.00)

I tried changing these values for the Skippy in DevMode.

I set TC to
TC=(0.00,0.095,0.098)
and then to
TC=(0.00,999.005,999.008)

The only thing that seemingly changed when I activated TC was that the suspension for the car went down (visually).

Top speed and acceleration still seem pretty much the same.

Am I doing something wrong or are penalties not implemented yet?
Edit: Or don't they affect the car weight, but something else instead?
 
Last edited:
Maybe the value-changes have been too low/high... (maybe 999.00 is not accepted by the game?)

Did you try e.g.:
TC=(0.00,0.5,0.99)

And you normally should have a noticeable effect of a slower laptime, depending on the choosen value of the TC.
 
I would definitely expect it to hamper acceleration (all forms of it!). Trying a more 'reasonable' value as redapg suggests is worth a go, but the fact your suspension compressed suggests your figures were indeed used. Which might point to a bug with the penalties. Have you tried the other aids to see if penalties seem to work there?

I know from past experience with some light-hearted /setmass shenanigans in rF1 that adding a modest amount of extra weight has quite an effect on car handling.
 
999 would just mess up physics, I test with 0,5,10,15 as I thought it was simply ballast in Kg, however it's factor of total vehicle mass and would theoritical add TONS but it didn't feel it, however my logged motec temps were 1000+ celcius - prob. because of preassure and extreme contact patch. Basicly out-of-bounds- values...
 
999 would just mess up physics

It'll make a mess of the suspension and tyres, but the acceleration of such a huge mass should just about make the car immovable. The fact it sounds like it still drives ok suggests an issue.
 

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