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Messages - GzeroD

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2
Australian Assetto Corsa League, Tuesday nights / Re: S32 Car Poll
« on: February 25, 2020, 08:27:20 PM »
Just can't seem to gel with that F3, seems to have all the bad points of a downforce car without any payback from that downforce. Just can't find a rhythm, and without that there's no way to work on the melody.

3
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 24, 2020, 11:27:00 PM »
There's little bit of grip variation in the tracks already, not lot but it could make a difference to where the quickest line is. Unfortunately it's not dynamic so won't change, but setting the grip to 80% at the start of  session  gives a bit of variation.

High lane is tad gripper than low lane and top and bottom 'cushions' actually have more grip.

4
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 24, 2020, 10:29:06 PM »
In the end it probably makes no difference as IIRC AC uses soft lock anyway.

5
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 24, 2020, 08:45:22 PM »
Do you have CM>setting>ASSETTO CORSA>CONTROLS>Hardware lock (experimental)   Ticked/Enabled?

Although now I look at the cars the Vintage Offy has 720 degrees of lock and the Sprintcar has 540, both of which is not unusual except that the steering ratios used means you have 72 and 180* degrees of turn in the front wheels respectively.

*This makes no fucking sense, the calculated value for that car is 180 but ingame it's only 80 so either myself or Kunos have broken the laws of physics. (at least virtual physics)

6
Had a look at the numbers, heating is actually the same, although more grip will heat more, but I have seen RSS tyres where the only difference between compounds was just the heating/cooling.

Softs       max grip @     70 degrees       Giving    2.0993*      Wear kicks in at     0.4#
Mediums       "               83 degrees           "        2.0783                        "             0.5
Hards           "                95 degress           "        2.0573                        "             0.625

*units of grip, or CoF, or whatever just use the numbers relatively.
#ditto, and they're just one point in a curve so it's a little more involved than that. 

7
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 23, 2020, 09:05:29 PM »
That's the rhythm part. You will pretty much still take the straights is an S shape but as you get better you stretch out that S curve until it is practically straight.   ;)


Setups:
Williams Grove
Eldora


 

8
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 22, 2020, 03:29:50 PM »
New version of the car, only one gear now and increased drag.
Same link, see above.

9
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 22, 2020, 10:41:43 AM »
[WRONG]Quick rethink on the gearing.
In a given gear max acceleration is at max torque.
Max torque is at 4000 RPM, and there is a healthy hump from 2000 to 5000 RPM so choosing a ratio that stays between those numbers should be quicker.
I'll probably need to find a new engine sound for such a low operating range.
[/WRONG]

Fuck I'm a Moron, next thing you know I'll start believing in Jesus.(We all know Xenu is the one true Lord)

10
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 22, 2020, 09:38:49 AM »

11
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 22, 2020, 09:21:26 AM »
Yeah, Dirt specific I'm afraid. I have anther version for the Paved courses. Check my 'Indy '52' Compilation.

Two Ticks, I'll post a replay at Williams Grove.

12
Mod Cars / Re: Beta testers for the Thursday Punks.
« on: February 21, 2020, 10:41:02 PM »
Thanks for feedback.

Must be using 'Hotlap'? I'll add in and check the needed spawn points.

I noticed the inside walls, I think that under the wall there is no track so as AC lets you pierce the wall we a probably falling through, can fix that too.
Outside walls are at the track edge, so graphically you can pass through the wall a little.

The sounds and handling come good as you up your speed.
As you get used to the rhythm of each track you should find yourself going, if not straight then at least going in the right direction.

Use only one gear, be that first or second depends on the track and available ratios. The wheels are spinning like crazy, they make nominal max grip at 42% slip!, so gear it to be over redline at the end of the straight.

Even jumping from one track to the other I think WTF have I stuffed up here. But giving it a few laps until the rhythm kicks in and it's all good again.

I don't think AC will ever allow me to build 'real' physics, but I hope to get close and have a car that you can tune and with practice get faster with so that your effort is rewarded.

13
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

14
Thursday Nights fun racing / Re: S20 R6 - Riverside - 20-02-2020
« on: February 21, 2020, 02:57:23 PM »

15
The very first track I converted for AC.

>>>   CROFT   <<<

Croft Full & Reverse
Croft Club A
Croft Club B
Croft 1995 Layout & Reverse.

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