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Mod Cars / Beta testers for the Thursday Punks.« on: February 21, 2020, 09:04:11 PM »
Further to my 'Race of two Worlds' and 'Indy '52' compilations here is the first in a 1950s AAA/USAC set.
Vintage Sprint Car Dirt Eldora Williams Grove 2
Assetto Corsa / Physics vs Telemetry« on: January 11, 2020, 10:54:27 PM »
Load any car into a perfectly flat track, there are several test tracks available with this.
Enable DEV apps and open Telemetry and select the 'Load kg' preset. Default set up should see the loads equal left to right, now change setup by raising the right side spring rates and ride heights and do the opposite to the left side. The expected result should be that the left side loads should now be higher than the right but, in my limited testing the left rear load increases but the Bloody opposite happens at the front, this is physically impossible no? (Noticed this when I looked at my Buick and Pontiac and even on a symmetrical setup the loads aren't symmetrical.) Further, I already know the telemetry for the wings can not be relied on, however the physics seem to work. I gave a car 100 units of downforce over the rear axle and 100 units of lift some 10 metres infront of the front axle. The resulting vector should be many units of lift at some point infront of the front axle and this is reflected when driving the car as it eventually flips over backwards. But the Telemetry reads 0 kg of downforce, it seems to have taken the +100 units and the -100 units and just cancelled each other out. IIRC it also says this 0 kg of force is acting some 1000000000000% forward of the front axle. 3
Assetto Corsa / Torques« on: November 15, 2019, 01:30:56 PM »
Try these two cars I quickly whipped up. Identical except for the drivetrains in each.
One makes 150Nm and the other makes 600Nm and yet they lap and drive the same.(at least too close to call) caveat: The sounds will make a big difference to the feel of each car and the friction and inertia values for the drivelines can't be made precise. Statements like: 'Power for top speed but torque for acceleration' and similar is what I am calling out as BullShit! >>>> LINKY <<<< 8
Thursday Nights fun racing / Ovals Ovals, no right turn Clyde.« on: September 13, 2019, 01:10:23 AM »
We have at least one member who would love to do an Oval season.
So what do others think? We have many suitable cars and ovals. Perhaps cars that ran ovals and road courses. I've also been in the 'can only turn left' 'must be boring' way of thinking but when you have a red hot go at it it REALLY has its charms. Turning left only, really is stupid but it doesn't alter the fact that some bloody good racing can be had doing so. 9
Hardware & Reviews / Discord, No Route« on: August 09, 2019, 08:45:34 PM »
Only on Aussie servers, I can connect but it fails to make a UDP connection and shows 'No Route'.
I can still connect to voice servers in other parts of the world. Problem repeats on any Aussie server I try to make a voice connection.
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Mod Cars / Scratch Built Index« on: June 01, 2019, 11:29:33 AM »
Dallara F317 Skip Barber Any of those not scratch built? And I've missed a few. 11
Mod Tracks / Imola pre '73« on: May 31, 2019, 09:52:32 AM »
So I redid the collision walls from scratch, they are now single vertical planes, very easy for the physics engine to interact with and should behave properly now.
Tweaked the overly intimate grid. Along with my previous fixes this track should be good enough to be used again, sometime, whenever. <<<<<<<<< Over there. 12
Mod Cars / Group 2 '1973'« on: May 13, 2019, 04:26:35 PM »
Group 2 cars from around the world in 1973.
Same weight, power, springs/dampers and tyres. These are the cars that will be run in our next 'Escort' season. Mazda RX-3 (Aus/Jap) Alfa Romeo GTAm (US/Eu) Escort Mk1 (US/Eu/Aus) BMW 2002 tii (Eu) And coming soon, Toyota Celica GT (Jap/Eu/Aus) Datsun 510 (US) <<<<<<< Link is over there somewhere. 13
Mod Cars / M2K Ford GT« on: April 28, 2019, 04:21:25 PM »Twin Turbo >1800kW Laps NARDO at 500km/h in under 90 seconds. 300mph in the standing Mile.
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