Hey, great work, Gel!
Still, some corrections are in order.
ResMod: (as if the car weighs more on the right or left side)
This is not correct. What I have found is that ResMod simply modifies the AngRes while in air. Make it 25 and the car stops rotating (tumbling) in air 25 times sooner than realistic (like flying in syrup). Make it 1 and the car tumbles in air like it realistically should. Make it 0 and the tumbling never slows until it hits the ground. Make it -1 and tumbling accelerates in air.
Heavier left or right side comes only from CoM placement.
EngineRate: (Numbers above 4.5 make no difference)
Well, they do make a difference. Its useful for extremes, like a wheelie-popper / dragster. Its just the normal cars that have no reasonable difference above 4.5.
MaxPos: (a setting of 1 will cause an extreme amount of understeer)
I have not seen that. In fact, even if it did, a little lower 2nd Inertia would cure this.
(Increasing this number in excess of 50 - 100 seems to encourage a heavier, more simulation feel of the car.)
I think that feel comes simply from the car swaying more on springs, instead of being flat and then suddenly flipping over when the grip threshold is exceeded.
A more pronounced heavier/lighter feel can be set with slightly higher/lower 1st and 3rd Inertia values.
A warning here: a MaxPos 50 or something with even slightly soft springs makes the cars wheels bump right through the bonnet when landing and stoop off the body completely when in air (too long spring travel).
Stiffness, Damping, Restitution:
My experience seems to tell a bit different story.
+ Stiffness controls how high the car sits on springs 100: flat on wheels, 1000: at spring zero-point (wheel attachment point) on rock-hard springs, everything in-between: bouncing on various heights (with Body Mass 1 adjust linearly for different Mass).
And it didnt seem to be affected by wheel base.
+ Damping does depend on wheelbase. Wider wheelbase needs lower Damping, or wheels will shake.
+ Restitution: the only thing I have been able to guess that this does, is control the springs decompression, i.e. how fast it lengthens without load or how strong it pushes the car up.
Still, this is my empirical experience only and the truth may be somewhere between me and Gel38.
Additional AI notes: (Thus, if your car is a motorcycle with only 2 wheels, the car will only use the AI settings which the track tells the car, and not the AI Details.)
You can actually cure this, by making the bike have technically 4 wheels: 2 front ones in same spot and 2 rear ones in same spot. Just halve the Stiffnesses and EngineRatios then.
[shameless plug] And if the AI parameters seem too complex, use the simple FringeAI tuning method (called ExpertAI at RVZ), so you just set 2 values and change 1 value in two places (tutorial
, helper spreadsheet
So, thats my 22 cents :)
All in all, kudos for this new version of parameter notes, Gel!