mantasisg
Registered
I have done little bit of tweak for incresing lower speed sliding friction shortly after update due to extensive testing at Targa Florio, I have driven there so much, and just currently haven't had enough time. Targa Florio has many turns that gives tires similar kind of stress handling like the long C, the hairpin turn, or colosante turn at bridgehampton http://bridgehamptonraceway.net/wp-content/uploads/2016/04/UsE-THIStrackscan.jpg
Also it is interesting how the strength of steering torque can give an impression of grip, I think I got some cars FFB on the light side, it could be something to get used to, more over it will always be lighter at first due to tires not being warmed and especially if track is clean and not rubbered yet. Besides that you could try higher caster value, it would inevitably make steering more solid, my thinking about caster is that it should be enough to provide good feedback, but it should give more power for a driver to influence steering rather than jut depending on FFB and letting steering to slip through fingers when rear axle steps out. I try to keep caster as low as it still gives decent feedback for particular car, the nominal steering strength value is also part of that. I would probably make couple cars steering bit heavier now.
All this being said, IDK if it is noticeable, but I give cars rather good static grip (when contact patch points are relatively stationary to the contact surface as tire rolls). Tire grip depends on one more friction component which is sliding friction (when contact patch points are moving relatively to the contact surface). We can keep net grip just the same as some particular other floaty rF2 tire by giving it more static friction, but reducing sliding friction. It actually should make car to feel more solid, the adhesion limit more pronounced, but sharper. I think it is more realistic, because tire is being used more efficiently, you don't have to keep on massive drifts for whole track to reach best laptime, but keeping car tracking the path is more rewarding, going over the limit and having power corner exits is still fastest, mid turn it is better to attempt to keep cars at lower angles, and not allow the drift angle to grow too big too soon before the exit...
Speaking of other cars. IDK about CanAm Mclaren mod anything, but CanAm even in the same year were much faster cars. The F1 cars are a lot lighter and lower CG of course, so they don't stress as much in turns. This being said, I need to check if Chaparral 2F imitating car really should be that much faster than F1 car of same year. I am quite unsure about that. A quick look at 1967 laptimes of Brands Hatch show that F1 should be several seconds faster. It would be interesting to look further and find out patterns of who is likely too slow, and who is likely too fast and by how much. I think some of our cars of this mod is likely to be little bit too fast, but I would suppose within a second or so.
Also it is interesting how the strength of steering torque can give an impression of grip, I think I got some cars FFB on the light side, it could be something to get used to, more over it will always be lighter at first due to tires not being warmed and especially if track is clean and not rubbered yet. Besides that you could try higher caster value, it would inevitably make steering more solid, my thinking about caster is that it should be enough to provide good feedback, but it should give more power for a driver to influence steering rather than jut depending on FFB and letting steering to slip through fingers when rear axle steps out. I try to keep caster as low as it still gives decent feedback for particular car, the nominal steering strength value is also part of that. I would probably make couple cars steering bit heavier now.
All this being said, IDK if it is noticeable, but I give cars rather good static grip (when contact patch points are relatively stationary to the contact surface as tire rolls). Tire grip depends on one more friction component which is sliding friction (when contact patch points are moving relatively to the contact surface). We can keep net grip just the same as some particular other floaty rF2 tire by giving it more static friction, but reducing sliding friction. It actually should make car to feel more solid, the adhesion limit more pronounced, but sharper. I think it is more realistic, because tire is being used more efficiently, you don't have to keep on massive drifts for whole track to reach best laptime, but keeping car tracking the path is more rewarding, going over the limit and having power corner exits is still fastest, mid turn it is better to attempt to keep cars at lower angles, and not allow the drift angle to grow too big too soon before the exit...
Speaking of other cars. IDK about CanAm Mclaren mod anything, but CanAm even in the same year were much faster cars. The F1 cars are a lot lighter and lower CG of course, so they don't stress as much in turns. This being said, I need to check if Chaparral 2F imitating car really should be that much faster than F1 car of same year. I am quite unsure about that. A quick look at 1967 laptimes of Brands Hatch show that F1 should be several seconds faster. It would be interesting to look further and find out patterns of who is likely too slow, and who is likely too fast and by how much. I think some of our cars of this mod is likely to be little bit too fast, but I would suppose within a second or so.