It's amazing that 17 years after release, nobody has ever noticed that a specific parameter in the .HDC file for cars is responsible for weird collisions with track geometry we usually get to experience in-game.
I made a quick conversion of Recaro Raceway Park from GTR1's King of Ovals expansion (materials are rather broken so there are visual glitches). With the Saleen S7-R, I had unrealistic behavior when driving from the flatter inner oval to the heavily banked track; the car kept getting stuck at the beginning of the banking in a very rough way to the point that I couldn't get onto the track reasonably. In other cases the car would suddenly start flying after touching the slope change in some way at high speed.
As a test, I also had the conversion of GTR Evo's Saleen S7-R from another mod to compare it with GTR2's one. Surprisingly, GTR Evo's one worked like a charm! At first I thought it was the difference in the collision GMTs causing this, or the .TYR or .SP data, but I was so wrong. It's all due to a parameter in the .HDC file:
GTR2's Saleen S7-R: UndertrayParams=(262500.0,11600.0, 4.0) // spring rate, damper rate, and coefficient of friction
GTR Evolution's Saleen S7-R: UndertrayParams=(100000, 5000, 2.0)
With GTR Evo's values, it finally felt a lot more natural, I could get onto the banked track without any issues like weird jumps/crashes, getting stuck or losing much speed on elevation changes. This also explains why I lose much speed on Spa's steep Raidillon while the AI is obviously unaffected; such high friction coefficient makes the bodywork and tyres contact too harshly with the elevation change. The difference is like night and day!
The last value, the coefficient of friction, is the one that affects this behavior the most. Other gMotor games use lower values. For instance, default rFactor content uses a value 2.0 as well as SimBin's Race 07 content. Discussing this on GTR2's Crew Chief plugin Discord server, other users have shown that stock content on Automobilista even uses lower values than 2. Damper and spring values are also worth looking into to better understand what difference they make.
This excessive value of 4 is also in the first GTR game, while GT Legends uses a value of 3. I highly suggest that the value be brought at least to 2. I've been using GTR233's HQ 2022 physics and the UndertrayParams are the same as the stock content. I cannot tell about other physics mods yet, but I really suggest this tweak to avoid weird contact between the surface and the bodywork and tyres of a car.
Here below two quick videos I recorded about it, showing the difference the coefficient of friction makes:
Recaro Raceway Park is an extreme example, but the issue can be replicated under certain angles and speeds even on stock GTR2 tracks. Apologies for the rendering glitches of the track, I'm just learning how to convert tracks to GTR2 and I'd appreciate any help.
I made a quick conversion of Recaro Raceway Park from GTR1's King of Ovals expansion (materials are rather broken so there are visual glitches). With the Saleen S7-R, I had unrealistic behavior when driving from the flatter inner oval to the heavily banked track; the car kept getting stuck at the beginning of the banking in a very rough way to the point that I couldn't get onto the track reasonably. In other cases the car would suddenly start flying after touching the slope change in some way at high speed.
As a test, I also had the conversion of GTR Evo's Saleen S7-R from another mod to compare it with GTR2's one. Surprisingly, GTR Evo's one worked like a charm! At first I thought it was the difference in the collision GMTs causing this, or the .TYR or .SP data, but I was so wrong. It's all due to a parameter in the .HDC file:
GTR2's Saleen S7-R: UndertrayParams=(262500.0,11600.0, 4.0) // spring rate, damper rate, and coefficient of friction
GTR Evolution's Saleen S7-R: UndertrayParams=(100000, 5000, 2.0)
With GTR Evo's values, it finally felt a lot more natural, I could get onto the banked track without any issues like weird jumps/crashes, getting stuck or losing much speed on elevation changes. This also explains why I lose much speed on Spa's steep Raidillon while the AI is obviously unaffected; such high friction coefficient makes the bodywork and tyres contact too harshly with the elevation change. The difference is like night and day!
The last value, the coefficient of friction, is the one that affects this behavior the most. Other gMotor games use lower values. For instance, default rFactor content uses a value 2.0 as well as SimBin's Race 07 content. Discussing this on GTR2's Crew Chief plugin Discord server, other users have shown that stock content on Automobilista even uses lower values than 2. Damper and spring values are also worth looking into to better understand what difference they make.
This excessive value of 4 is also in the first GTR game, while GT Legends uses a value of 3. I highly suggest that the value be brought at least to 2. I've been using GTR233's HQ 2022 physics and the UndertrayParams are the same as the stock content. I cannot tell about other physics mods yet, but I really suggest this tweak to avoid weird contact between the surface and the bodywork and tyres of a car.
Here below two quick videos I recorded about it, showing the difference the coefficient of friction makes:
Recaro Raceway Park is an extreme example, but the issue can be replicated under certain angles and speeds even on stock GTR2 tracks. Apologies for the rendering glitches of the track, I'm just learning how to convert tracks to GTR2 and I'd appreciate any help.
Last edited: