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Simulation Racing Leagues => Assetto Corsa => Australian Assetto Corsa League, Tuesday nights => Topic started by: Wally on December 16, 2020, 09:27:37 AM

Title: Fun Run Dec 22 - DTM '91
Post by: Wally on December 16, 2020, 09:27:37 AM
Cars: http://xgn.com.au/index.php?topic=1572.msg54167#msg54167 (http://xgn.com.au/index.php?topic=1572.msg54167#msg54167)
Track: https://www.racedepartment.com/downloads/donington-park.3031/ (https://www.racedepartment.com/downloads/donington-park.3031/)

Lap times: http://52.63.217.129:50041/lapstat?currservers=acserver2 (http://52.63.217.129:50041/lapstat?currservers=acserver2)

We'll have a few 12 lap (15 min) sprints so you can try a variety of cars.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: buellersdayoff on December 16, 2020, 09:41:21 PM
The mustang wasn't showing any wheel spin on my wheel lights, also there was a funny crackle sound occasionally in idle, that was before I downloaded the extra files though. The imp continously showed wheel spin (lights always on) when I drove it the other night.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: buellersdayoff on December 17, 2020, 10:47:54 AM
The wheel spin thing has worked without a hitch for most cars aside from a few mods. It's not really an issue, thought I'd mention it in case it's an easy fix.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: Wally on December 20, 2020, 09:54:10 AM
We'll have a few 12 lap (15 min) sprints so you can try a variety of cars.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: killagorilla on December 22, 2020, 04:19:46 PM
Does anyone know what tire pressure we're aiming for with this mod? The numbers my tire pressure engineer app is giving me are possibly a bit off.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: Bacchulum on December 22, 2020, 05:05:09 PM
Does anyone know what tire pressure we're aiming for with this mod? The numbers my tire pressure engineer app is giving me are possibly a bit off.
29 psi all round. ;)
Title: Re: Fun Run Dec 22 - DTM '91
Post by: killagorilla on December 22, 2020, 05:19:44 PM
Does anyone know what tire pressure we're aiming for with this mod? The numbers my tire pressure engineer app is giving me are possibly a bit off.
29 psi all round. ;)
Thanks mate...yeah, I'm way off...maybe that will make the BMW's rear end easier to control.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: Wally on December 22, 2020, 10:05:14 PM
Here's a snapshot of top lap times.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: killagorilla on December 22, 2020, 11:02:26 PM
Great time in the M3, Mael. However, you spoiled it. I would have said the Mustang and the Audi need some additional weight to balance the field a bit.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: Wally on December 23, 2020, 08:34:06 AM
Great time in the M3, Mael. However, you spoiled it. I would have said the Mustang and the Audi need some additional weight to balance the field a bit.
It would appear so. I might do another fun run next week with a little parity ballast.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: Mael on December 23, 2020, 11:22:41 AM
I may risk sounding ungrateful but i did not enjoy last night. The worst is the exterior/interior car sound imbalance which makes it near impossible to race in close packs.

Mod cars should add to AC. For example the 60's/70's British saloons provided by Seanus for the current Thursday season.

For early 90's European Touring cars Kunos has already provided us with three very good cars with sorted sound and physics. Those cars are well known and loved online and would attract more drivers. For good close racing pick one of those and add a bit of ballast and restrictor to Joe. I do not feel the cars we did last night would improve a season's racing.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: Freezer on December 23, 2020, 12:01:06 PM
I may risk sounding ungrateful but i did not enjoy last night. The worst is the exterior/interior car sound imbalance which makes it near impossible to race in close packs.
I did change gears to early a couple of times due to hearing the surrounding cars and thinking it was mine!
Title: Re: Fun Run Dec 22 - DTM '91
Post by: killagorilla on December 23, 2020, 01:03:14 PM
I may risk sounding ungrateful but i did not enjoy last night. The worst is the exterior/interior car sound imbalance which makes it near impossible to race in close packs.

Mod cars should add to AC. For example the 60's/70's British saloons provided by Seanus for the current Thursday season.

For early 90's European Touring cars Kunos has already provided us with three very good cars with sorted sound and physics. Those cars are well known and loved online and would attract more drivers. For good close racing pick one of those and add a bit of ballast and restrictor to Joe. I do not feel the cars we did last night would improve a season's racing.
Same thought occurred to me. Why not use the Kunos DTM cars? I know we've got at least the Merc and the BMW. You could add modded ones, but they would have to be made to match the Kunos ones in performance. Once you've picked a car you can adjust audio to suit the particular car.
Btw I followed the DTM around that time and I'm pretty sure they had a ballast system based on finishes in the races. I think a win got them some ballast. If you win then again, the same amount of ballast is added again...up to a max weight, but I can't remember details. That obviously contributed to close racing in this series.
I find that's a fair system as it should keep distortions in the championship to a minimum. However, it was on an individual basis, not like P1-P5 plus x amount of weight.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: Wally on December 23, 2020, 02:09:33 PM
Thanks for the feedback guys, that's what the fun run was all about. I reckon I've seen a mod somewhere where someone simply balanced the 3 KS cars closer.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: killagorilla on December 23, 2020, 02:54:08 PM

...AND the two races last night were won by an Opel and a Merc, and second race's fastest lap by a BMW.

Ballast per results. (avoid this)


I noticed the wins not matching fastest lap times. The differences in lap times seem to give a clear picture about performance...guess Mael's lap is rather an anomaly. Maybe the outcome of last night's races are a bit deceiving.
Ballast per result was done in real racing...a lot of probably pretty smart people worked this out and decided going for it. I don't want to sell it...only saying it works imo.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: Wally on December 23, 2020, 05:26:59 PM
In general, people don't like switching cars too much, so I'm not a fan of the "drive each car once" approach.

The only benefit to success ballast is in compressing the field a bit, if the usual suspects just streak off into the wild blue yonder every race. But with the current bunch of drivers, I don't really see success ballast being necessary. So long as everyone can have some close racing somewhere in the field.
Title: Re: Fun Run Dec 22 - DTM '91
Post by: killagorilla on December 23, 2020, 06:47:15 PM

..a lot of probably pretty smart people worked this out and decided going for it...only saying it works imo.

Passive aggressive much?
Also 'a lot' equals a committee and we all know how that horse turned out. ie. did it really work, has it ever really worked? I mean there was a shit tonne of sandbagging, lobbying and outright cheating to game the system and they changed it every other year so I can't say it ever worked.

I never understood lap time based penalty systems.
What did they try to achieve? I would think it's a championship where the winner is not determined 2, 3, 4 races before the end of the championship.
What makes you win a championship? Is it fast lap times or how you finish races?

You can obviously be the fastest in the race, but that doesn't mean you win...you can be taken out, engine failure, crash the car into a wall...all that can get you a zero point finish, but you've done the fastest lap...means zero points, last in the standings (if it's the first race), but a penalty slowing you down a week later.

Other extreme, a massive crash ending the race of the people on P1 to P5...a slower guy like me (on P6) comes along winning the race...that's luck for me...happens rarely that I win a race...50 extra kilos for the next race...yeah, in the end I'm still leading the championship in this example if it's the first race of the season.

You can extrapolate this concept, but it all ends up in the leader in the championship most likely driving the heaviest car...and he's likely the fastest as well.
Again, don't get me wrong, I'm not saying we should do that. It's just that I struggle to understand lap time based penalty systems.

Of course I get the idea that the fastest guy has the best chances finishing a race first. However, getting someone some ballast even if his race went wrong is something I don't understand.
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