aircooled said:
I am not sure there is any need to simulate the SC. Maybe just do it as NA with the SC curve (which I think you are implying). There is no lag to simulate. Is there another SC equipped car (preferably a Kronos made car) we can look at to see if they just did it via the torque curve?
Hmm I'll see if I can dig around, but yeah we are on the same page. We made the mistake of assuming the R53 we downloaded was a good start, but it had a bunch of unnecessary turbo nonsense going on.
I still need to work on the replays, but I did run a across a very interesting car pack, that is very classic GT / Japan etc, that I wanted to bookmark. I downloaded it (it' huge) so we can look at it later, maybe for the series after next. I think they are supposed to be performance balanced(?). I am just going to post the info here for later reference (the file is on a Google drive so it might not last). https://drive.google.com/file/d/1BXdKJfviypP7L1flq6VblwEbiYH5Dfur/view
Anyway, here is the list. They don't go in as a pack so finding the cars once they are loaded is a pain. It looks like the best way to create custom groups is to create your own tags. I wonder if tags will transfer if I export cars? I suspect they will. If so, I can re-tag these cars to make it much easier for everyone.

For Sauce, because I know he will be curious:

In reply to aircooled :
Is that turbo E34 labeled as the E46 M3? That's the only BMW I see on that list. Either way, I'm in for it.
Oh I am in. I see AWD goodness as well as couple FDs.
There are a bunch of cars I want to try in that pack.
And a 993gt.
So do we have a test mule mini yet? I am wanting to get some laps in but I don't want to be doing it in the wrong car.
e30Matt said:
In reply to aircooled :
Is that turbo E34 labeled as the E46 M3? That's the only BMW I see on that list. Either way, I'm in for it.
Oops, my mistake (as I mentioned, these cars are hard to find in the content list). This is the car from the list above. The one I posted above was the weird drift one we tried at Autumn Ring. As I remember it was less than ideal (set up more for drift?).
As mentioned, I will plan on re-tagging the collection and uploading them to out folder to make them easier to find/use/test. This might be a great use of the "get out and walk to another car in the grid and get in" feature that can be enabled.

More random info: Assettoland has moved. It looks someone got on them for hosting their cars(?). The car list is much smaller now, but they claim to be adding more: https://assettoland10.wixsite.com/assettoland/cars It can be found by just searching for "assettoland"
Even more random info: I had mentioned there is a new setting Content Manager that could make a significant graphics improvements for some. It had some strange viewing angle results for me (but did show a very significant frame rate improvement). Give it a try if you want. It's in Custom Shaders Patch / Graphics Adjustments / AMD FidelityFX Super Resolutions (should not require an AMD chip).

BradLTL
UltraDork
1/10/22 6:42 a.m.
Apparently people in the AC Mod community hate AssettoLand. They rehost mods without always getting the authors permission and rarely respect any requests to remove/change/etc. I'm sure there was a cursade against them.
dean1484 said:
So do we have a test mule mini yet? I am wanting to get some laps in but I don't want to be doing it in the wrong car.
I'll be on tonight with a test mule
In reply to ProDarwin :
I will be around. I have a late Zoom meeting I have to be part of and then I am going home.
The thing that sucks about Assettoland going away is I pulled down a BUNCH of stuff with the intention of testing it for future series but I deleted all of it because my HD was getting full thinking I could pull it down later. Ohwell. . . . .
The Brad Mini
Apologies as this has been addressed earlier in this thread:
1) Power Curve - this has been fixed. I removed the turbo and just went off straight torque values, using the curve (corrected for 13% drivetrain loss) posted on the other page.
2) I still need to verify gearing
3) I still need to verify drag coefficient which is basically black magic in this game
4) Will have to do some testing to arrive at what we think a good brake bias is then just fix it there
5) ^Same with suspension settings
5a) Do you have alignment settings you'd like us to use? I'm not sure how well they are reflected in the game anyway... nothing seems to require much camber.
6) What does the car weigh with driver?
7) What wheel and tire setup are you using? IIRC from another thread, a 15x8. Is that with a 205mm tire? The game doesn't seem to address wheel width, so we may have to fudge tire width to get the effect of wider wheels. I would love to make the visual updates to the model, but I don't think I want to go through that trouble at this time.
Additionally, we may have to fudge the grip to reflect street tires vs. semi-slicks. Not sure how the current 200TW tires compare to the semi-slicks modeled in the game. I'm guessing semi-slicks is more of a R6 type tire, so we need to adjust grip accordingly (and other parameters??), but maybe not go all the way down to street tires, which seem to feel like all seasons in this game.
8) I fixed the diff settings with a 30% power value, 0 coast and 0 preload. Hoping this approximates a torsen for our purposes.
Unrelated, the newest version of CM allows you to set the hood view FOV:

Meeting ran very late and I was cooked by the time I got home. Maybe on tonight.
Edit. Oh. That fov looks cool I may want to widen the view now that I have a 4K monitor.
Yeah it helps. 80 felt about right on my ultrawide. Prior to this update it was fixed at right around 60 IIRC I need to play with it some more though.
I did try 150 just for the hell of it, but its clear that it is calculated different than in FPS games.

7) 225s on an 8" wheel for OLOA? Any significant difference in offset?
AC does indeed assume that your rim width is an ideal fit for your tire, you can fudge the tire width slightly in one direction or another as a simple way to get grip effects of stretch/squeeze, I'd guess it's worth something like +-5~10mm for reasonable amounts. A slightly more accurate but more difficult approach would be to mess with the tire physics.
We will need all the tracks at some point also. I freed up space on the Google Drive. Dean can setup all the races before the season even starts. We also need to decide which version of Barber we should use.
Direct link to the GRM_TEST server.
https://acstuff.ru/s/q:race/online/join?ip=68.163.100.130&httpPort=8081&password=QlBLU1lAXQ==
Also posted in my first post in this thread on the first page.
OK, finally got the replay from the final race. I swear I never saw Sauce in the Bales of Steel incident. I did discover though that if you expand the detection distance on the Radar app, it not only pics up cars farther away, it makes the display cars smaller, which is much nicer. I also think Sauce fatal flaw for the final race was his inability to launch. Made it much more difficult for him. He seemed to easily keep the lead once he got it in the second race (unless Darwin was playing it safe).
Again, congrats to Darwin
Oh and welcome to possibly two more people joining us from the TDT group. This week we will be testing the Brad tune Mini. There is an updated version of it on the google drive but it needs some more tweaks. Hopefully we can get input from Brad on this and lock up the tune for the series. We will be testing the car and running the usual schedual. The server is up 24/7. People tend to show up between 8:30 and 9:00 eastern. Qualifying is around 9:15 or so. Followed by tho races with the second being a revers grid.
Air. I think that is your best video yet. Thanks for putting those together.
Dean and I did some testing last night. This modding thing isnt as easy as it could be.
I have the correct gearing in the car, but it doesn't match reality at all. It is crazy short. You go into 6th at 102mph. 3rd runs out by 70 I think.
It should be more like this:

Suspension wise we need to understand the height settings which are weird.
The car is set up as a DWB car which also needs to be addressed, but for now I'd be happy with the wheel rate in the right ballpark. I can set it to the proper rates but then car sits crazy high. Dean and I eyeballed it while adjusting the mystery sliders to get it down to a normal level, but I'm not 100% confident in that.