Wow, that's weird. That not just the renderer settings - looks like the gui isn't showing green either. The tires in the bottom left should be (presumably) green, as should the outer circle on the "gears" app (tach/gear/speed)
Wow, that's weird. That not just the renderer settings - looks like the gui isn't showing green either. The tires in the bottom left should be (presumably) green, as should the outer circle on the "gears" app (tach/gear/speed)
Oh, interesting, but you will also note the pedal position indicator is showing green.
Maybe a driver issue? It's an old enough game you would think any issues have already been solved.
It's weird because I have clear greens on the displays, but they look non existent on the track itself.
Downloading SOL now.
As far as giving sauce competition, time is limiting me from doing anything on a regular schedule, but I'm certainly enjoying what I've played of this game so far. Especially getting to drive on real life tracks that I've either been to or plan to go to in the future.
Fixed it! There was a setting related to time of year for the sun positioning. Unchecked that box and I have my greens again!
Also I had to get the latest CSP version to fix the black sky. SOL didn't jive with the older CSP I had
In reply to Spoolpigeon :
I was just going to suggest time of year Air had that issue. He was always in winter.
Join us when you can if you want. It would be great to see you and Comp join us every now and then. Dropping in now and then is perfectly fine.
Next up will be Mini coopers. We are going to try and run a bunch of tracks that Brad os running in the up coming One Lap and it looks like Air and Pro have worked with Brad to make the Mini we will use have similar properties to his actual car in terms of handeling, grip, and acceleration. Should be lots of fun.
In reply to Spoolpigeon :
Is it snow? Make sure weather is set to "ideal" and see if it looks the same.
If that isn't the issue reinstall CSP and SOL and make sure they are checked in Content Manager.
Ah, OK, that makes sense now. I thought it was washed out. It was just snow.
Yeah, by default it will try and mimic the weather and time at the location of the track. It's kind of a cool feature, and once more weather is fully emulated (should be soon) I suspect it might emulate that also. I don"t know if it's using actual current weather, or just typical seasonal. If it's the later, you could run a series and use actual weather forecasts for the races!
Practice last night was good. I learned I am a second slower than Pro and about Two seconds slower than Sauce. Consistency will be my only hope this week.
The date issue Spool was having reminded me of something we could do for the MINI series. If we can get the dates and times of the races, we can simulate the temp and sun positions. I am not sure how accurate temp is simulated, but shadows should be close on most tracks.
BIG FINISH
To summarize the situation: Dean has a 2 point lead over Sauce and Darwin for the final race. Whomever wins will win the series UNLESS Dean finishes 2nd, then there will be a tie. The Daytona seemed like it was pretty quick in testing here, so spoiler?
Farther down the ladder: Gameboy and Trevor are 1 point ahead of me for 5-7th place, So positioning will likely decide those positions also.
In case there is a tie (making this up on the spot): 3rd place in the series will pick a car, 4th will pick a track, 15 min race, mano on mano, other racers will be required to watch and comment as the race progresses.
The track is pretty wide and not terribly tricky, so it should be good racing. The one spot that might be an issue is braking into turn one which can be easy to miss, so pay attention to your braking points. Don't touch the tires of course!!
In reply to aircooled :
Dean has a 1 point lead over Darwin and me, so it should be winner take all. It'll definitely be interesting, in the practice race Dean took first after my attempt at bump drafting Darwin went horribly wrong. I couldn't see where we were on the front straight and hit him right at the first crest, which launched him into oblivion.
aircooled said:The date issue Spool was having reminded me of something we could do for the MINI series. If we can get the dates and times of the races, we can simulate the temp and sun positions. I am not sure how accurate temp is simulated, but shadows should be close on most tracks.
I have all the tracks except Lanier's oval. It's tiny, so it would likely be a wreck-a-palooza. All the tracks work fine during a single car session. No idea how they'll do with multiplayer.
Any idea what time of day you are likely to run?
I do have a small oval (and 8 track!) that we haves used before. I don't remember the location but they are all likely pretty similar anyway. Check and see if any of these are close (probably not Daytona...)
There's a morning and afternoon session at each track. I'll probably run around 10am and then again at 2pm.
Congrats to Prodarwin for the series win!!!! It all came down to the last race of the series. You and Sauce tied for 2nd an me leading by one point going in to the race but the HC did its job and balanced things making it anybody's series to win. Great job on pulling it out!!!
BradLTL said:There's a morning and afternoon session at each track. I'll probably run around 10am and then again at 2pm.
We can do that for the first and second race. I would have to do a quick server change but with preset server setups it will be easy.
In reply to BradLTL :
We are going to need your input on car configuration to get the sim car to match yours. We will also need to know what is adjustable and what is not so we can lock things down so only changes in real life can be made to the sim car.
Prodarwin was working on HP and Torque curves. He will need your input on that as well.
In reply to dean1484 :
The Mini that Air put together felt pretty close to right especially on the Street Tires.
Since then, I've taken my car to get a bit more work done on it. I don't have it back yet, but here's what is being done:
So, you'll be able to play with a few more things.
BradLTL said:Since then, I've taken my car to get a bit more work done on it. I don't have it back yet, but here's what is being done:
- Megan racing coilovers
So I'll just turn off the dampers? :P
Really I want to get the core values right. The powercurve was oddly lacking down low before. The peak is around 215hp (crank we are assuming) in "Brad Tune A". That seems high, what are your thoughts? Reading online, stock should be around 170hp and 155lb-ft at the crank with a 10% loss.
Additionally, the weight is a bit off, and the drag coefficient is way off.
The torsen we are just going to have to ballpark because the game doesn't simulate that type of diff.
ProDarwin said:The torsen we are just going to have to ballpark because the game doesn't simulate that type of diff.
Yeah it basically treats everything as some variety of clutch LSD with independently adjustable accel, decel and coast. So a spool would be simulated as a clutch LSD with all 3 at maximum tightness, an open diff would have all 3 at zero, and a torsen would be simulated by a clutch LSD with a bit of accel, no decel and no coast.
ProDarwin said:BradLTL said:Since then, I've taken my car to get a bit more work done on it. I don't have it back yet, but here's what is being done:
- Megan racing coilovers
So I'll just turn off the dampers? :P
Really I want to get the core values right. The powercurve was oddly lacking down low before. The peak is around 215hp (crank we are assuming) in "Brad Tune A". That seems high, what are your thoughts? Reading online, stock should be around 170hp and 155lb-ft at the crank with a 10% loss.
Additionally, the weight is a bit off, and the drag coefficient is way off.
The torsen we are just going to have to ballpark because the game doesn't simulate that type of diff.
This is a dyno for a similarly equipped Mini:
Thanks. I'm making progress. I think the turbo-ness is screwing stuff up... it should basically be raw numbers input like an NA car. I can work backward from that graph pretty easily
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