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Topics - Seanus

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1
Mod Cars / Lotus 33 Two Litre
« on: June 19, 2020, 04:00:11 PM »
The stop gap version used for early 1966.

2
Mod Cars / Ferrari 250 GTO Series II (1964)
« on: May 21, 2020, 02:01:28 PM »
Quicker than Kunos because of the tyres but other wise only very minor differences to the physics, model on the other hand.  :o

 

3
Mod Cars / Ferrari 330 GTO
« on: May 20, 2020, 04:07:32 PM »
20mm longer, one less gear but over 100hp more than the 250, only three were built of this four litre version.

4
Assetto Corsa / Name Tags in VR
« on: May 13, 2020, 09:59:18 PM »
Did you catch this one Rooshooter et al?

https://www.racedepartment.com/downloads/nametags-for-vr.32643/

5
Mod Cars / Lotus 49C
« on: May 11, 2020, 08:44:36 PM »
 >:( >:(



Post Monaco '69 and the rot set in, where's my beautiful high wings.   :'( :'(

6
Mod Cars / Ferrari 312/68
« on: May 11, 2020, 08:42:22 PM »
A rework of the Kunos 67 model now with working in car adjustable aero.    :P :P



 8) 8)

7
Mod Cars / Lotus 49B
« on: May 06, 2020, 08:17:13 PM »
GP3 was my first computer game, let alone sim. (discounting Lode Runner on Mac, and various consoles)

The 1968 carset for that game was what got me hooked, High wings, before the music died. i.e. banning things on knee jerk reactions, then casting those decisions in stone.

Lotus 49B with animated suspension including the wing 'moving' but unfortunately not the physics.



Such a WIP that I don't have a link for it yet.  Now available, you know where.  :-*

8
Mod Cars / F1 1986 BETA
« on: May 01, 2020, 09:04:44 PM »
Chief Wiggum of rF2 and AMS fame has given me the OK to convert his 1986 cars from rFactor2.

This Here is a folder with the latest BETA versions of the cars.

There are certain things I can and can't do aswell as what AC can and can't do, but please let me know how I can improve this carset.

(May work with vanilla AC but# it leverages CM* & CSP pretty heavily so your experience will vary)

*includes physics extensions

#suffer in your boots Luddites, I just tested it, and it will only work with CM & CSP

 :) ;) :D ;D >:( :( :o 8) ??? ::) :P :-[ :-X :-\ :-* :'(

10
Mod Cars / Mael's Very Own
« on: March 30, 2020, 09:11:13 PM »
A South African company, 'Bailey Edwards Cars', make replica GT40s, 917s and more. Eligible for historic racing.
They also do custom builds and this is one I have modeled here.

 ;) :D

11
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

12
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.



13
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 <<<<

14
Mod Cars / Ford Mustang GT4
« on: October 22, 2019, 06:26:40 PM »
 :)

15
Mod Cars / NASCAR circa 1990
« on: October 22, 2019, 06:24:29 PM »
 :)

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