Question About Oil Pressure.
Posted Mar 10 2018 - 03:55 PM
My question now is this just cosmetic or does the oil pressure play a part in the simulation?
Posted Mar 10 2018 - 04:15 PM
For your info:
Edited by gliebzeit, Mar 10 2018 - 04:18 PM.
Posted Mar 10 2018 - 06:37 PM
Posted Mar 11 2018 - 06:12 AM
I have seen this effect.
chance_brake_failure = 15.000000
chance_brake_problem = 15.000000
chance_coolant_leak = 15.000000
chance_engine_failure = 15.000000
chance_engine_problem = 15.000000
chance_fuel_leak = 15.000000
chance_fuel_system_failure = 15.000000
chance_fuel_system_problem = 15.000000
chance_oil_leak = 15.000000
chance_suspension_failure = 15.000000
chance_suspension_problem = 15.000000
chance_tire_failure = 15.000000
chance_tire_problem = 15.000000
Posted Mar 11 2018 - 06:49 AM
Posted Mar 11 2018 - 07:24 AM
My previous post lists the breakdown percentage of the various parameters for the AI driver/cars, only, within the driver.ini (or mod-dependent version). The 'global' parameters are in the gplAI.ini file (or mod-dependent version).
Edited by gliebzeit, Mar 11 2018 - 07:28 AM.
Posted Mar 11 2018 - 07:53 AM
I understand that, but have never noticed my own oil pressure fluctuate. Maybe I need to look closer!
Posted Mar 11 2018 - 08:00 AM
Do you run in pro mode?
Posted Mar 11 2018 - 08:15 AM
Posted Mar 11 2018 - 08:43 AM
Posted Mar 11 2018 - 09:13 AM
I believe damage builds up over time and can then let go when you're doing nothing wrong. Too much rpm is an example.
Posted Mar 11 2018 - 10:04 AM
I just took a quick look at the code and it appears that oil leakage is about the only oil related failure the player can have. That in turn causes the oil temperature to increase. At a certain point, apparently the oil boiling temperature of 115 degrees C, bad things happen to the engine.
I don't see any place where the player can suffer oil line damage or oil pressure pump failure like the AI. The code is a bit complicated there so I may be overlookng it.
Tommie's observation that there are more player car failures with the 60 fps patch is probably because the section of code that determines player car failures is running at almost twice the normal rate which almost doubles the chance of them happening.
Edited by Lee200, Mar 12 2018 - 09:50 AM.
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