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Topics - Wally

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1022
Entry List

Bafs17
Freezer
G0RGAK
Gratulin
GregC4
Grubbet
Guybrush Threepwood
Jeremy
Joe
Krahl
Marty
Matthew111
Perch
RJM
Rob
Rolz
Shameless
Simone
StanDaam
UnFknBLievable
Vipergod
Wally
Whitemoo
Wobblyone
Ysu

1023
................

1024
For the QLD/WA's amongst us...

1025
Hey guys, can you try something for me. I want to see if I can have a set grid order, and still allow a practice/qually session before the race.  The Tue practice server is up with the following grid, IN THIS ORDER:

1. Bafs17
2. Freezer
3. G0RGAK
4. Gratulin
5. Grubbet
6. Jeremy
7. Krahl
8. Marty
9. Matthew111
10. Perch
11. Rob
12. Rolz
13. Shameless
14. Simone
15. StanDaam
16. UnFknBLievable
17. Vipergod
18. Wally
19. Whitemoo
20. Wobblyone
21. Ysu


If what I've done is right, you can have a qually session, but when you start the race, you will be in the set position above. This is an experiment to see if I can eventually reverse the grid etc.

Admin password is the usual XGN password. You can become admin with:

/admin password

and then go

/next_session

1027
Assetto Corsa / New version of Pit Lane Penalty app (1.0)
« on: April 03, 2015, 10:13:17 AM »
Please download this new version (1.0), from the first post in this thread: http://www.xgn.com.au/index.php?topic=758.0

Update - version 1.0:
  • Cuts are now reported in hotlap mode.
  • If you get a cut track warning in qualifying, the app flashes a warning "INVALID LAP, SLOW DOWN" for the remainder of the lap, or until you slow down to 50 kph. The app can't automatically invalidate the lap if you cut - the onus is on the driver to discard his invalid lap by slowing down.

1028
Assetto Corsa / Visibility of other cars to avoid incidents
« on: April 01, 2015, 07:25:35 AM »
There were a few incidents last night that may have been avoidable with better visibility of other cars and awareness of their positions on the track.

I STRONGLY RECOMMEND using the in-game mini track map, which shows the cars around you. This is invaluable for track re-entry, so you can see who's coming and avoid running into them when reentering.

I also STRONGLY RECOMMEND using the Helicorsa app (http://www.xgn.com.au/index.php?topic=791.0) which shows you the cars around you in tight passing moves. The app disappears when no ones around you and only appears when there's cars close by. Like Gratulin, I have it directly beneath the virtual mirror. I also use the ”no pins” hack that you can find on the AC forums to make the app completely invisible and unobtrusive. This app allowed me to have clean, side by side racing in tight corners in many instances.

1029


Grid:
Bafs17
Freezer
G0RGAK
Gratulin
Grubbet
Guybrush Threepwood
Jeremy
Krahl
Marty
Matthew111
Perch
Rob
Rolz
Shameless
Simone
StanDaam
UnFknBLievable
Vipergod
Wally
Whitemoo
Wobblyone
Ysu

Room for 2 reserves.

1030
Race Results and Charts
Season Standings
Season Stats

Penalties
Race 3 - 4 pts to Shameless. It was a close call, but Shameless veered to the left in T1, off of the racing line, hitting Wobbly who was on his racing line. Wobbly wasn't really disadvantaged, so doesn't get the +4.

I looked at the Marty/Bird hit in race 3 too, and I give the benefit of the doubt to Bird, as he was in front, and from his car you couldn't see Marty at all, whereas Marty could see Bird's car.

Round Points
Jeremy    70
Perch    67
Matthew111    46
StanDaam    52
Wobblyone    54
Gratulin    56
Wally    52
Rolz    48
Shameless    35
UnFknBLievable    30
Vipergod    49
Bafs17    36
Freezer    46
Marty    27
Krahl    44
Ysu    43
Rob    38
Grubbet    28
Joe    25
G0RGAK    16
Simone    15

Congratulations to Jeremy on the round win and Jeremy and Perch on the race wins.

Season Podium
1. Jeremy, 73
2. Perch, 67
3. Matthew111, 66

1031
Assetto Corsa / Setup tips from Aristotelis, AC's physics guy
« on: March 28, 2015, 11:00:21 PM »
Street cars
- Start with camber.
Maximize negative front camber on street cars. They are limited anyway for track use and the more you can use (negative) the better.
- Lower tyre pressures.
For track use I suggest pressures under 30psi, even under 25 psi for very light cars. Don't overdo it, it won't pay. I'd go 25-27 for heavy cars, 22-25 for light cars.
Play with a difference front/rear pressure to balance the car. The axis with less pressure will have better grip (usually, not a rule of thumb for exaggerated values)

You can then play with toe values later, but that's all really for street cars and all that you need.

Race cars.
- Understand the engine characteristics and work on the gearbox ratios to have the correct ratio for each corner exit/apex.
Usually 300rpm less than max torque revs for low torque cars, and 600-800rpm for high torque cars.
The gearbox alone can give you a second so to speak

- Check the Aero balance by modifying the wings. Once you have found a balance and drag compromise you're happy with, go back to the gearbox and fiddle again.

- Camber all around. More at the front, less at the rear. Race slicks can use tons of negative camber. -3.5 to -4 should be used at front. Rear around -2 but with exceptions from -1 to -3. As a rule of thumb, if the car has too much turn in oversteer, raise rear camber, but you'll have less traction.
If your turn speeds got higher after that, fiddle with the gearbox again.

If the balance is still not what you like...
- Play with the arbs. The explanations in the setup tool tips should be enough.
- Still not good? Play with the Springs.

When you have played with springs, you'd need to check the ride height and then go to the Dampers and fix any bad behaviors. Dampers is the most complicated thing to understand, feel and setup. Not easy to setup.

Everything you do on a race car setup, always start the cycle again. Don't change many things at a time. Ideally just a couple of click, try, understand, see what the clock says (ultimate judge) and start the cycle again.

1034
Assetto Corsa / MOVED: Donington fun run post race
« on: March 27, 2015, 08:36:10 AM »

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