Still testing, but new SlipRatio calculations are getting interesting and may explain some problems.
By default, in tire models, Combined Longitudinal(his work is decrease LngFrictionForce) is zeroed and works well because compensate with short range / fast increase of SlipRatio which decreases friction.
Then to decrease friction: Comb.Lng contributes:0 + SlipRatio:1 = 1.0 (at certain point, LngForce behaviour gets lost due slipratio goes to 1.0 in all wheels too soon.)
If with actual SlipRatio behaviour we fill Combined Longitudinal, we get that stucks and fast lose of LngForce on high angles we talked in previous posts.
Comb.Lng contributes:1 + SlipRatio:1 = 2.0 . Too much, double.
This may explains why on RCX1 had to use 0.1-0.2 instead of 1.0, and why i thought RCX1 was overpowered and asked to double check for an unit missmatch.
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So, accurate behaviour seems should use that filled combined Longitudinal + Proper SlipRatio behaviour (bigger range with slowdown increase after peak).
Then, friction decrease contribution will be:
Combined Longitudinal:0.5 + SlipRatio:0.5 = 1.0. To get an accurate behaviour.
Then we get a realistic lose of lng friction based on tire model(via Comb.Lng) + wider effective range SlipRatio that can process all changes in car behaviour that now are lost due fast saturation at 1.0 in all wheels.
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First tests:
Before, doing donuts or drift around i get 1.0 slipRatio in 4 wheels, now SlipRatio is:
Front Inner:0.83, Outer:0.54
Rear Inner:0.77, Outer:0.47
Still not 100% accurate but seems going in the good direction, now each wheel can process better the longitudinal friction lose variations in all scenarios.