Released Released | SC2018x Stock Car

Discussion in 'News & Notifications' started by Paul Jeffrey, Mar 23, 2021.

  1. Joel.Brown

    Joel.Brown Registered

    Joined:
    Jan 16, 2012
    Messages:
    107
    Likes Received:
    88
    I ran telemetry on the SC2018X mod at Dover Speedway using the default setup with bump stop/packers set to .812 both sides and 3 inch ride height. The car ran lower to the ground with the 3.5 inch ride height setup by about .20 of an inch. I ran the same test again with a 4 inch ride and the RF ran about .25 inch lower than base line but the LF ran .40 lower than baseline. However the handling got significantly tighter and lap times slowed down everytime the ride heights were raised. I re-adjusted cambers and adjusted wedge to try and balance the car but higher ride heights always ran slower. 3.5 inch ride heights were .2 of a second slower and 4 inch ride heights was a half a second slower at Dover Speedway - which is significant on an oval. We will look into this further and correct the problem. However the performance and handling are reacting correctly. Thank you for your feedback and observation on this.

    On your latest post, yes front and rear have different reference points for contact with the ground. For example, a front ride height of 3 inches only has 1.1 inches of usable travel since contact is made to the splitter at 1.9 inches of Ride Height. Ride heights on stock cars does not mean Ride Height 0 = contact with the road. In stock cars ride heights are taken at the frame rails and they do not touch the road surface before other hard parts.
     
    Last edited: Apr 16, 2021
  2. Stefan_L_01

    Stefan_L_01 Registered

    Joined:
    Nov 18, 2012
    Messages:
    595
    Likes Received:
    386
    Pls read carefully again what I wrote about rears
    Again:
    You set up 13cm on rear but you dont get same value standing in telemetry. You get less. 9cm on my case . Standing still! And you run into ground at 4.5cm approx as we know and as you explained in bankings going fast.
    13-9 = 4 equals pretty much the 4.5cm contact offset value. A coincidence? Or is the offset reducing twice available rear ride height a different way?
     
  3. Joel.Brown

    Joel.Brown Registered

    Joined:
    Jan 16, 2012
    Messages:
    107
    Likes Received:
    88
    I will have to get with the other person who did the Undertray settings in the HDV to see if this is the reason for the ride heights to be showing lower. It's been a while since we've gone through these numbers so I can't remember off the top of my head.

    Is this causing an issue for you ? Are you seeing the car bottom out on the rear ? If so what track, springs, and ride heights are you using ? It is possible to create a setup which can't work. For example you shouldn't be able to run #200 springs in the rear, lower the rear ride heights all the way, and run Dover.
     
    Last edited: Apr 17, 2021
  4. Paulfield

    Paulfield Registered

    Joined:
    Feb 18, 2012
    Messages:
    235
    Likes Received:
    242
    Hi how is checking the non editing region file with the showroom coming along ?
     
  5. Stefan_L_01

    Stefan_L_01 Registered

    Joined:
    Nov 18, 2012
    Messages:
    595
    Likes Received:
    386
    The default set hits ground at rear in Brookdale. And it does stiffening to 150.
    Surprisingly you can run even the default setting hitting ground on front and rear! In reality you would spin out or go straight in wall. Its a physic engine flaw. Suspension forces do not change too. If force is picked up by chassis, it must disappear from Suspension. Not so in rf2.
    The rf2 physics is not as good as many think but this is not a specific stockcar issue.
     
  6. Joel.Brown

    Joel.Brown Registered

    Joined:
    Jan 16, 2012
    Messages:
    107
    Likes Received:
    88
    In real life it depends on how hard it hits the ground. But you would know this if you've driven a real car up to competitive speed.

    Also I pointed out once that you don't need to engage us in such a disrespectful manner. This is the second and final time.
     
  7. Stefan_L_01

    Stefan_L_01 Registered

    Joined:
    Nov 18, 2012
    Messages:
    595
    Likes Received:
    386
    How can I be disrespectful posting my opinion about an aging physical api / engine? Nothing personal.
    Anyway, I'm out
     
    Nieubermesch likes this.
  8. juanarg70

    juanarg70 Registered

    Joined:
    Feb 16, 2017
    Messages:
    224
    Likes Received:
    392
    Amazing car to drive. So the next gen of stock cars will be getting independent rear suspension. But I love the rear solid axle of the stock car in rf2. Just here to comment: please leave it as it is. Thank you!!
     
  9. bobbie424242

    bobbie424242 Registered

    Joined:
    Oct 17, 2017
    Messages:
    272
    Likes Received:
    355
    Yup incredible cars to drive, on any circuit.
    They can be pushed really super hard in satisfying ways (that defeats a bit the AI unable to do the same), some may say overdriven maybe.
     
  10. Joel.Brown

    Joel.Brown Registered

    Joined:
    Jan 16, 2012
    Messages:
    107
    Likes Received:
    88
    The reason we called them SC2018 is we felt that the 2018 configuration was the most enjoyable to drive. We didn't like the low horsepower / high downforce configuration they currently use. Our thought process was - it's fun to muscle around big heavy high horsepower cars. I wish we had force feedback steering wheels that emitted the smell of burning rubber and exhaust fumes.

    We are working hard to improve both the SC2018 and SC2018X mods. We are looking at SC2018T and SC2018LM mods. No timeframes yet, still a lot of work to do.
     
    juanchioooo, juanarg70, FrC and 2 others like this.
  11. Paulfield

    Paulfield Registered

    Joined:
    Feb 18, 2012
    Messages:
    235
    Likes Received:
    242
    Hi how is checking the non editing region file with the showroom coming along ?
     
  12. Joel.Brown

    Joel.Brown Registered

    Joined:
    Jan 16, 2012
    Messages:
    107
    Likes Received:
    88
    The person responsible for that is aware of the issue. He just recently relocated and has been extra busy. Hopefully he can release an update soon to correct this.
     
    juanchioooo likes this.
  13. Paulfield

    Paulfield Registered

    Joined:
    Feb 18, 2012
    Messages:
    235
    Likes Received:
    242
    Thanks Joel
     
    juanchioooo likes this.
  14. Remco Majoor

    Remco Majoor Registered

    Joined:
    Apr 22, 2014
    Messages:
    995
    Likes Received:
    1,068
    The wet tyres seem to crash the game. I tried several times and several ways, but it keeps crashing.

    Code:
    211.90s UltraVehicle 2649: could not open "E:\SteamLibrary\steamapps\common\rFactor 2\Installed\Vehicles\SC2018X_2018\1.16\G_28.0x12.0-15_Wet.tgm"
     211.90s UltraVehicle12044: Could not find tire file "E:\SteamLibrary\steamapps\common\rFactor 2\Installed\Vehicles\SC2018X_2018\1.16\G_28.0x12.0-15_Wet.tgm"
     211.90s UltraVehicle 2649: could not open "E:\SteamLibrary\steamapps\common\rFactor 2\Installed\Vehicles\SC2018X_2018\1.16\G_28.0x12.0-15_Wet.tgm"
     211.90s UltraVehicle12044: Could not find tire file "E:\SteamLibrary\steamapps\common\rFactor 2\Installed\Vehicles\SC2018X_2018\1.16\G_28.0x12.0-15_Wet.tgm"
     211.90s UltraVehicle 2649: could not open "E:\SteamLibrary\steamapps\common\rFactor 2\Installed\Vehicles\SC2018X_2018\1.16\G_28.0x12.0-15_Wet.tgm"
     211.90s UltraVehicle12044: Could not find tire file "E:\SteamLibrary\steamapps\common\rFactor 2\Installed\Vehicles\SC2018X_2018\1.16\G_28.0x12.0-15_Wet.tgm"
     211.90s UltraVehicle 2649: could not open "E:\SteamLibrary\steamapps\common\rFactor 2\Installed\Vehicles\SC2018X_2018\1.16\G_28.0x12.0-15_Wet.tgm"
     211.90s UltraVehicle12044: Could not find tire file "E:\SteamLibrary\steamapps\common\rFactor 2\Installed\Vehicles\SC2018X_2018\1.16\G_28.0x12.0-15_Wet.tgm"
     211.90s slot.cpp     1035: sr(0,1)
     211.90s slot.cpp     1116: Exited Slot::Restart()
     
  15. juanarg70

    juanarg70 Registered

    Joined:
    Feb 16, 2017
    Messages:
    224
    Likes Received:
    392
    There are not wet tyres .tgm on the mod.. but the garage menu lets you choose wet tyres. They have to unable the wet tyre selection or add them to the physics.
     
  16. Goanna

    Goanna Registered

    Joined:
    Jan 19, 2012
    Messages:
    1,405
    Likes Received:
    953
    From discord.

    909AF29B-24A7-46FE-98AA-8D53B5BE2C4B.jpeg
     
  17. davehenrie

    davehenrie Registered

    Joined:
    Jul 6, 2016
    Messages:
    7,453
    Likes Received:
    4,369
    If we get picky about this, ONLY the road car should be able to use wets. No Oval racin' in the rain.
     
  18. mschreiner

    mschreiner Registered

    Joined:
    Oct 5, 2010
    Messages:
    390
    Likes Received:
    262
    Correct only Roadcourse tbc will have the wet option. I am working on a few other updates for both SC2018 and SC2018X and will include wet tire fix as well for them. Was just something I overlooked not doing much rain racing in Stock Cars.
     
    sg333, juanarg70, pkelly and 2 others like this.
  19. Sachmo

    Sachmo Registered

    Joined:
    Apr 30, 2016
    Messages:
    39
    Likes Received:
    7
    @Paulfield , I have come across the same error on a car livery that I had created. I worked out that I had failed to make some necessary changes in the Basemat.json file (within the vehicle's mas file). The "Texture" field for one or more of the regions was referring to the skins reference for a different car (the one I was making a copy of).

    Not sure if yours is the same issue as I had, but good luck!
     
  20. mschreiner

    mschreiner Registered

    Joined:
    Oct 5, 2010
    Messages:
    390
    Likes Received:
    262
    More than likely that was the case. Most of the cars have individual jsons for them. A few use the base json depending on their skin scheme.
     

Share This Page