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1816
Mod Cars / Re: F1 1975 by Bazza
« on: March 18, 2018, 12:07:09 PM »
Sober me thinks drunk me is a bit of a fanboi. ::)

But seriously, it's KS quality. 8)
I have spent some more time with this mod and also got the Lotus and Ferrari working, it really is very good. I did some AI races around Osterreichring 1979 No chicane, and drove several different cars, I was surprised at how driveable they are. I think we could use this for a Thursday season with the right tracks 8) 8).

1817
Thursday Nights fun racing / Re: Fun Run 22-03-2018
« on: March 18, 2018, 11:59:45 AM »
Fun Run or Nightmare Run????  :o :o :o
Maybe only the tough Thursday guys can handle it ;D ;D ;D. It does take about 20 laps to start to get the hang of it, and then it becomes a real addictive challenge to get your lap times down, I find the thought of racing side by side with a human driver in these cars, something to really look forward to. I agree it could be fun or nightmare , it will depend on how much practice you can get in :). You also need to use one of the published setups and be VERY gentle with the throttle.

I think we should turn OFF damage for this event please Phil.


1818
Thursday Nights fun racing / Re: Fun Run 22-03-2018
« on: March 17, 2018, 05:02:04 PM »
I had been on track practicing and already noticed the 63s lap before viewing this post, 8) and was suitable impressed. I have now got my time down to 1.04.668 and was happy with that so far, I am now keen to do some more laps with your JSM setup ;D ;D ;D. The noise of these beasts would not be good with a hangover :D.
Thanks Bacchulum 8).

1819
Thursday Nights fun racing / Re: Fun Run 22-03-2018
« on: March 17, 2018, 04:06:15 PM »
Only on TopGear  :D, but you need and engine with lots of "torques" to achieve this feat , the "offy" engine in the Indy Roadster had very few "torques" but could spin to 9000 rpm  ;D 8)

1820
Thursday Nights fun racing / Re: Fun Run 22-03-2018
« on: March 17, 2018, 01:48:00 PM »
With a rolling start, why would you need more? :P
Ha! Why not only one then ;)
Because you would burn the clutch out getting it moving  ::) remember it has a top speed of 300kph, so 2 gears is the minimum for such a speed range.

1821
Thursday Nights fun racing / Re: MotorSport Mag
« on: March 17, 2018, 08:43:04 AM »
The slick tyre revolution

Page 51, July 1999
Technofile - the slick tyre

The slick tyre was one of the greatest revolutions in racing car history, yet it crept into Formula One almost unnoticed. Keith Howard discovers its origins.

If you know your maths you'll know what an asymptote is: a value that is approached but never actually reached, like the hapless frog whose every jump across the pond is half the distance remaining to the other side. The slick racing tyre was an asymptote of sorts. Although it was, of course, a destination eventually reached, it took many years of painstaking development to do so. Moreover, as the treadless tyre era approached it was heralded by semi-slicks with very little and to the casual observer, vestigial tread pattern. So obvious, so infinitesimal seemed the final step to no tread at all that the slick eventually made its entrance without great fanfare, or even much comment.

When I began researching this piece I felt certain I'd quickly discover a potted history of the slick in my modest library of technical and motor racing tomes and cuttings, on the Internet or, surely, in back numbers of MOTOR SPORT. But no. Only careful reading of the magazine's Grand Prix reports from 1971 finally turned up this tantalising snippet from the Monaco GP: "...Peterson using some new Firestone tyres on his March, as were the two Lotus drivers [Wisell and Fittipaldij. These were a new compound smooth tyre, reckoned to give increased cornering power...". Although it's an equivocal remark, I take it to mean this was the first occasion a true slick was used in Formula One. But for the fine-toothed comb I was wielding that day, I might easily have missed it.

In itself the treadless tyre was nothing novel, of course. It had been used on Land Speed Record cars and in drag racing years earlier, but those applications were significantly less challenging. Removal of tread on high-speed tyres was simply a logical step to counter heat build-up; in drag racing the slick was used because of the superior grip it offered, but under conditions of traction and braking only. For the racing slick it was cornering that was to prove the really big problem. Why want a slick at all? It's a reasonable question because what you learn about friction in school physics suggests it's a senseless exercise. You may recall having it drummed into you that the frictional force developed between two sliding surfaces is dependent only on the clamping load between them, not on the contact area, and that the maximum possible coefficient of friction (friction divided by load) is One. If that rings a bell then cast such notions aside. Although this classic view of friction holds good where both materials are hard and unyielding, it means nothing in the world of tyres.

Frictional interaction between a flexible material (rubber) and a hard material (road) is fundamentally different, as a consequence of which two of the three statements above become untrue. Frictional force remains dependent on load, as before, but the area of contact is now a significant factor too and Unity no longer represents a theoretical maximum for friction coefficient. In fact a modem slick typically has a coefficient of friction around 1.8.

Contact area being a factor makes the attraction of a treadless tyre immediately obvious. Any form of tread pattern results in a reduced area of contact between rubber and road. Remove it and, provided you allow yourself the luxury of reverting to a treaded tyre when it rains, you have a tyre capable of generating more grip.

The story of the F1 slick is often reckoned to begin with the arrival of the two American tyre giants Firestone and Goodyear in F1 during the mid-1960s, and the Indycar tyre know-how they brought with them. Certainly the renewed competition acted as a wake-up call to incumbent Dunlop. But two technical developments were crucial to the slick tyre's development, one of which - the introduction of synthetic (particularly styrene-butadiene) rubbers - took place earlier, beginning with the Dunlop R6 (CR48) tyre of 1962. Synthetic rubbers, because they were created in the lab rather than bequeathed by nature, really kick-started the art of modern tyre compounding, opening the way to the development of a new breed of soft tread materials that were to prove vital to the slick. Racing tyres of the time were notoriously hard, Jim Clark once remarking that he was certain they grew rather than wore during a race as they picked up detritus from the track.

As tyre widths rapidly increased in F1 during the latter half of the '60s, a second crucial development occurred. Up until this point the crossply casings of the tyre had been formed in a circular cross-section, necessitating the shoulders of the tread to be created by increased rubber thickness. As tyre widths and cornering knees grew, this caused overheating. The solution lay in what Dunlop called 'reverse crown' or 'depressed crown' casing in which the tread area was formed in concave section, the tyre assuming its correct shape only when inflated. This allowed the thickness of shoulder rubber to be reduced from up to 20mm to 6-8mm. The Americans used something similar, derived from their Indycar experience.

From this point, you could say the slick became an inevitability, although a deal of development was still required, particularly in the compounding area, befbre it became a practical reality. You might suppose that removing the tread pattern should make a racing tyre more predictable in its responses, by banishing undesirable tread squirm, but early attempts at the slick defied such expectations.

Jackie Stewart, for example, tried a treadless Dunlop in private testing with the new March team in 1969/70. The tyre's 970 wet compound - soft for the time but hard by today's standards - conferred excellent braking and traction performance, but cornering grip lacked the necessary progression. Sudden breakaway made the tyre too difficult to drive at the limit. Only by adding small tread features, like the so-called crows' or sparrows' feet in the pictured 1970 CR92, could the tyre be made driveable.

Dunlop quit F1 at the end of the 1970 season, of course, so the final step of removing all vestiges of tread was left to its American competitors. Not, as I've noted, that putting the final piece of the jigsaw in place exactly made the headlines. It must seem ironic to those from all three F1 tyre suppliers of the period, who strove to make the slick work, that the FIA in its wisdom should now have banished it from Formula One altogether.

Our thanks to Alec Meskell, ex-Dunlop International Racing and Rally Service, for sharing his recollections
 

1822
Mod Cars / Re: F1 1975 by Bazza
« on: March 16, 2018, 02:44:03 PM »
Great. ::)
Now I'm going to get done for speeding on the way home from work. ;D

LOL it would probably be worth it.

Let us know what you think of it.

1823
Mod Cars / F1 1975 by Bazza
« on: March 16, 2018, 02:10:15 PM »
http://www.mediafire.com/file/u3zihr7yj1c8y2i/F1C75+Historic+F1+by+Bazza+v1.05.rar

730MB.

Before installing please read the Release notes. You need DLC for Lotus and Ferrari and copy and past a few files. The release notes run to 22 pages and are very detailed, this mod comes from material from many sources :) :) :)

1824
Thursday Nights fun racing / Re: Fun Run 22-03-2018
« on: March 16, 2018, 09:54:02 AM »
All good Phil.

This Fun Run would be a lot FUNNER with a big field!!!! If some more Tuesdays guys could manage to race as well that would be great :) :) :)

If you have ever wondered what it would be like to drive a Speedway car now is your chance to find out. With a top speed of close to 300kph these cars are a real delight. They require a bit of practice to get used to the "lift off oversteer" and "power on oversteer" , very gentle use of the "loud pedal" is also needed, but you will soon get the hang of it  8) 8) 8).

Big thankyou to Seanus for making this combo possible.

1825
Thursday Nights fun racing / Re: Fun Run 22-03-2018
« on: March 16, 2018, 07:12:29 AM »
This combo needs to be driven Speedway style in the corners. I will find and publish here the setup Bacchulum came up with to make it easier to get around this track , turning left, turning left, a low 60 seconds lap is on the money.

Like the song Phil 8).

1826
Thursday Nights fun racing / Re: S13 R3 - Tor PoznaƄ - 15/03/2018
« on: March 16, 2018, 07:01:34 AM »
What a blast this combo was, lots of very close racing. Congrats to Mael and Seanus. I cannot remember having such a close battle as I had with GW in the second race, and for me to finish just .04 of a second in front ;D ;D ;D 8) 8) thanks GW great side by side racing.. I turned my graphics settings down because I thought my GPU was playing up with cars flickering in some corners, thanks Wally for pointing out it is the track. This track is GPU intensive with my FPS in the high 50s and I am running GTX1080ti :o.

1827
Ahvenisto from the the GT Legends series could be good Phil.

1828
Assetto Corsa / Re: AC News
« on: March 04, 2018, 08:54:44 PM »
To my way of thinking it has been kept alive by the mod makers already. Just think of the best mod cars and tracks we have used and that is what the future holds, with no more updates, mods will no longer be broken. I was only thinking today of just how good the 2017 Caterham is, as close to driving a car IRL as a sim can get, imho. Just wait for the DRM Revival and you will see what the standard of future mods can be.

1829
Assetto Corsa / Re: AC News
« on: March 04, 2018, 11:53:10 AM »
Shut up and take my money  ;D ;D ;D

1830
Assetto Corsa / Re: AC News
« on: March 03, 2018, 03:03:14 PM »
this is from F1 Classic forum, encouraging and interesting
PostSubject: Re: List of all tracks WITH LINKS - UPDATE 25. Feb`18 Part 2   Tue Feb 27, 2018 12:11 pm   Reply with quote

jimdamentalist wrote:
    With regards ACC we would like to keep on modding tracks if kunos makes it possible for acc.. i have done a little work with ue4 in the past for some work related VR projects. so i'm sort of familiar with the engine. in theory (if modding is open) tracks can be converted with some glorious results graphically

    we will see... if this does happen the way we want it - i would like to do series related track packs. IMSA for example and usa tracks

    that said my theory on this is that its a cunning ploy from kunos to finesse this upcoming game for ue4. with the look to releasing (AC2) with existing content later down the line

    anyway we will keep on working on ac in its current state until we know more for sure

Race Department are about to interview Kunos guys and so they asked users to write down some questions to pass to Kunos Simulazioni.
Mine was about a possible future Official License of IMSA WeatherTech SportsCar Championship...
I've tweeted them/IMSA the same "request".
Having both Blancpain and IMSA, would be epic, with the American tracks laserscanned!

If you want to follow my request, liking my tweet or asking them the same thing, perhaps will grant us nothing but you never know, if we are many to ask...

If modding in ACC is possible (crossing fingers), with also benefits as you say, it's perfect.


UPDATE on modding in ACC, a statement of Stefano Casillo on the official forum:

We are totally aware of the importance of modding and its contribution to the success of Assetto Corsa.
It's a great way for new talents to emerge, for the community to "suggest" new directions and/or simply to make a product richer. It is not a coincidence that some of the best guys in this community are now contributing with us to the evolution of the software.

However, for ACC this element will have to be put in stand-by mode for a series of reasons. The most important one is that we have given ourselves an enormous task of rebuilding, once again our software from (almost) scratch. In a world where pretty much every product you see on the market in simracing is an evolution of games that have been on the market 10-15 years ago, our approach is to get a big axe and reset things to (almost) zero before starting with a new project, ACC is no exception.

In this case the task is rendered more complex by the fact that we are using, for the first time a third party engine that we did not design ourselves and the truth is, given the amount of time we have available to deliver ACC to the public, we have more than enough on our hands trying to figure out how to use the engine effectively to also think about how to make the platform moddable.

As you can imagine, this has been source of endless discussions in the last year and half as every decision comes with pros and cons, there is going to be pain no matter what your final call will be. It goes without saying that we believe we made the right call even if that means loosing the huge benefits of a moddable platform.

So to recap, there will be no action from our side regarding modding, both in the direction of promoting nor offering any kind of forum support for it as in the opposite direction, we have no intent to stop it from happening if some smart guy figure out how to do it.

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