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Australian Assetto Corsa League, Tuesday nights / Re: Looking to make a new team for new season any takers ?« on: March 01, 2020, 11:24:19 PM »
Hi Killa
Your more than welcome should be fun We just have to think of a name, open to anything if you had something in mind ? 2
Australian Assetto Corsa League, Tuesday nights / Looking to make a new team for new season any takers ?« on: February 27, 2020, 11:02:18 PM »
Hi wondering if anyone is interested in forming a new team for this season.
Plan is to find a couple of sessions a week where we can practice together and bounce ideas off each other and hopefully improve and enjoy the process. Doesn't matter if you are fast or slow, experienced or a beginner anyone is welcome. 3
Thursday Nights fun racing / Re: Server costs« on: February 27, 2020, 10:47:09 PM »3yr commitment... is there a ceremony with a free dinner, shitty music and bad wine included? I was planning on $50 also 4
Thursday Nights fun racing / Re: Fun Run 27-02-2020 Skip Barber at Limerock« on: February 27, 2020, 09:23:58 AM »This is the most realistic track I have encountered in VR Yeah it is an awesome combo in total agreement with you there , and kudos to the track maker well done . Next weeks track is another cracker in these cars. Prelude to a season on them maybe ? 5
Thursday Nights fun racing / Re: Fun Run 04-03-2020 Skip Barber at Okayama« on: February 26, 2020, 08:55:59 PM »
The short or long ?
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Australian Assetto Corsa League, Tuesday nights / Re: S32 Car Poll« on: February 26, 2020, 02:54:58 PM »I did like the suggestion of a fixed setup with the gp3 cars, would stop Joe from cheating There is a part of me that agree's with this, but there is also the part of me that does like to tinker a little with the setup. It was a huge let down with legends touring cars that the setup options for some cars are pretty much non existent compared some of the others. Also I feel in this car the setup is more there to make the car feel how you want it to. I used 3 different setups last night from low , high downforce and somewhere in the middle as well as hard and super soft suspension, ride heights that varied by quite a bit even the dampers were different for all 3. The end result was more or less the same lap time wise. Tinkering with them just made it a little easier to drive . TLDR : I'm fence sitting 8
Mod Cars / Re: Beta testers for the Thursday Punks.« on: February 24, 2020, 10:45:23 PM »
Hi , as I thought the issues with car control was my wheel settings, adjusted a few things so much better i can catch the the car so much easier now , i think because i can feel it going sooner.
Also tried the top listed setup above didn't really affect handling but its definitely quicker Just a thought , can you put different grip lvl's on the same track, ie have the high line slightly more grip than the low line. Right next to the wall on high line a little less grippy ? 9
Mod Cars / Re: Beta testers for the Thursday Punks.« on: February 24, 2020, 10:02:03 PM »
Hardware lock isn't ticked .
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Australian Assetto Corsa League, Tuesday nights / Re: Next fun run - Formula RSS 3 V6 at Chang International« on: February 23, 2020, 09:25:51 PM »
Just read a post about the tyres for these cars, The main difference between the soft , mediums and hard is not speed but how much temp gets into the tyres.
I'm not noticing any speed difference but with softs the tyres can heat up easily, on mediums all but the front right seems to heat up , It does get there for part of the lap but cools down pretty quickly when not loaded, which at this track is often. https://www.racedepartment.com/threads/formula-rss-3-v6.168342/page-3 post #49 11
Mod Cars / Re: Beta testers for the Thursday Punks.« on: February 23, 2020, 05:21:08 PM »
Little replay showing how it kicks out for me
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Mod Cars / Re: Beta testers for the Thursday Punks.« on: February 23, 2020, 05:16:19 PM »
I watched your replay and it is like your driving a different car . Looking at your inputs your using full acceleration as your almost half way out of the turn , I have to be gentle on throttle and creep up to full acceleration I usually get there by 3/4 of the way down the straight. Thinking this maybe a difference in steering wheel settings. Its better if I use toe out to the max on all wheels.
Can you post your setup your using if its different from the default. I'm using a g29 wheel fyi. maybe i need to look into my wheel settings ![]() Oh that pic at Monza was after a crash, that's how the toe out was so extreme , but the point of it was that for a car this age it is way too powerful, doubt many cars from this era would be hitting 280k on the straights at monza with only 2 gears. 13
Mod Cars / Re: Beta testers for the Thursday Punks.« on: February 22, 2020, 12:07:54 AM » I did fix the stability at high speed , i took it for a run around 66 monza , just needs a lot of toe out as shown in this picAlso took it for another spin around willow changed the gearing , had 2nd as low as it would go and it would almost hit max revs at end of straight but thru the corner the revs were so low that engine noise was basically gone. The first lap attempt at monza once i got to about 140ish k's the car would not drive straight at all . I know its not a road car but i think this plays into its handling on the dirt. Also the wierd thing was it seemed to only kick me out to the right not the left on the dirt. This was using default setup apart from diff ratio. Also the diff ratio could overlap a little more, lowest top speed in 2nd was 203km from memory but highest top speed in 1st was 159km feel the gap should be closer. Also not sure the car should be able to go 250km + on a road circuit (once toe out was in play) Its showing alot of promise . 14
Mod Cars / Re: Beta testers for the Thursday Punks.« on: February 21, 2020, 11:28:37 PM »
I didn't think to even look at the gearing or setup.
yeah i did notice once i got going i got into a bit of a rythym and changing the gearing will help even more as well make the engine sound a non issue. They do sound great when revved out. Yes i was using Hotlap start 15
Mod Cars / Re: Beta testers for the Thursday Punks.« on: February 21, 2020, 10:07:51 PM »
Hi
Just a few quick runs Willow Grove On spawn in you get put into middle of paddock , if you go forward you fall through the world and land in pit area. The inside walls on the straight seems to have a lower track level than the rest and if you ride the wall eventually you will get stuck with the left hand side of the car sinking lower than the track. The out side walls on the straights seem to an extra bit inside that the car hits , it doesn't really affect the car apart from a louder noise and a bit of a jolt The Car Disclaimer !!! I have no knowledge of these cars , but to me it seems to accelerate way to quickly 0-100 km in under 3 secs, (using bad counting method). The engine noise doesn't kick in when is second gear until you reach 4k revs , to me that should be the idle noise up to that point there is a little whine/whistle almost . Its the same as in !st gear but you get to 4k revs so quickly its not that noticeable. but i spent most of my time in around 3k to 5k in second while lapping. I found it hard to go in a straight line on the straights while accelerating using say about 60% throttle it kicked me out to the right quite often. That could be my lack of skill in the car. Some graphical thingys on the walls, hard to describe almost like triangle shaped shadows along the seems of the walls. Light posts no collision you prolly know that though. For me i think it needs more lower speed grip and more longitude grip, that is just from a game play point of view. I'll play with it more next week and see if i can find other things worth commenting on. |

I am not simracing I am actually at the track
HP Reverb Pro you have done it again
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I did fix the stability at high speed , i took it for a run around 66 monza , just needs a lot of toe out as shown in this pic