[REL] Alpine Series rF2

Huge work, I can only say congratulations



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Firstly many thanks for the Cars, they're both great and I'm already in love with them!

Secondly @klo-che noticed a Bug with the LCD, the Race Position moves over to the Right and Cuts Off when you're in 10th or worse, once you're in 9th or better it's OK.
(both cars)
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Just a note to say the same thing happens with the Lap Count when you go 10+ laps
 
Yep fantastic mods,but both cars are unspinable even leave tc off,way too much grip I think. Overall it's a amazing one despite grip. And compare to acc one (both licensed and have real data), car chatastic is similar, but acc one lose rear easily in aggressive preset. But the ffb feeling is better for me in rf2
 
Can you please check if its correct the GT4 version produce lift at the front and not downforce? :) I would expect a race car with front splitter have some sort of downforce and not lift. Tbh i think the front df is basicly reversed...

I've started typing a response to this 5 times now and keep having second thoughts on whether to post. (this is a licensed car after all, and people seem to love 'real data', so...)

I'll just point out that a rear wing has leverage behind the rear axle and will produce front lift (in comparison to no wing; I'm not suggesting a rear wing necessitates net front lift :)). Also sedan shaped cars don't produce a lot of net downforce even with a spoiler, splitter, and rear wing. All but the more extreme racing modifications are about reducing lift rather than gaining net downforce.

Having said that, I'm not sure about the aero balance on this one. Tyre load balance goes a long way rearwards.
 
Really nice car,, if the track is flat really nice to drive, but it got the same problem like 2020 Bentley and other GT3 after first release of the latest BoP, way to much front lift. Would be nice if this will be fixed
 
I've started typing a response to this 5 times now and keep having second thoughts on whether to post. (this is a licensed car after all, and people seem to love 'real data', so...)

I'll just point out that a rear wing has leverage behind the rear axle and will produce front lift (in comparison to no wing; I'm not suggesting a rear wing necessitates net front lift :)). Also sedan shaped cars don't produce a lot of net downforce even with a spoiler, splitter, and rear wing. All but the more extreme racing modifications are about reducing lift rather than gaining net downforce.

Having said that, I'm not sure about the aero balance on this one. Tyre load balance goes a long way rearwards.

I get what you are saying. Then lets take under heavy braking. Official GT cars gets alot more front downforce during braking, whereas this gets more lift during braking. Who is right?

Also i dont know how your motec plugin works, but front and rear downforce sensor should not influence eachother, but the tyre load should ofcourse. Just because you have a leverage from rear downforce doesnt mean the front should produce lift, you get what i am saying? :)
 
I get what you are saying. Then lets take under heavy braking. Official GT cars gets alot more front downforce during braking, whereas this gets more lift during braking. Who is right?

Also i dont know how your motec plugin works, but front and rear downforce sensor should not influence eachother, but the tyre load should ofcourse. Just because you have a leverage from rear downforce doesnt mean the front should produce lift, you get what i am saying? :)

The front and rear downforce are measured at the axle, they don't represent front and rear 'wings'. (it wouldn't be that simple anyway, as there's body and 'fender' downforce, plus the diffuser) That's not really the choice of the plugin, that's just what the game reports.

*oh, and what happens when the nose dives depends on a few things, like the diffuser reaction to the angle, whether it stalls, and how the front wing (splitter) reacts to height.
 
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Its a bit hard to make it less understeery, but finally managed to tune it in a bit. Though it eats those slicks. 30 min race and tires are down to 65% but still quite driveable.

here is my setup for Kyalami (Heikki version)
 

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Official GT cars gets alot more front downforce during braking, whereas this gets more lift during braking. Who is right?
Official cars are higher level gt cars which have a lot of downforce, and gt4 is a entry-level gt class, which is not much faster than TCR even with much more power. So the downforce might be small. And the ffb feeling under hard braking is just similar to acc version which is licensed car too. So this I don't think is too much problem. But the tire is absolutely too much much more grip which I think it's the biggest problem.
 
At D'Azur track, AI keeps hitting apex fences, is it the track which is flawed or are there something wrong with the car's physical limits/boundingbox?

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I have weird problem with these Alpine cars, my T500 shaking violently without reason
S397 GT3 and Tatuus working fine, Alpine not
I tried to change minimum torque and smoothing but it changed nothing at all
it's undriveable, shaking randomly on all tracks I tried (Silverstone, N24, Atlanta MP, Spa)
it shaking on straight even in pitstop when I'm rolling 40km/h :(
 
I have weird problem with these Alpine cars, my T500 shaking violently without reason
S397 GT3 and Tatuus working fine, Alpine not
I tried to change minimum torque and smoothing but it changed nothing at all
it's undriveable, shaking randomly on all tracks I tried (Silverstone, N24, Atlanta MP, Spa)
it shaking on straight even inlowers the pitstop when I'm rolling 40km/h :(
need lowers the "periodic forces" in the trustmaster drivers
 
I don't want to change my software settings, they're perfect for all S397 cars and other games
this ffb is just broken on both cars on that wheel, I'm not sure about other wheels but few people on discord said it's choppy for them too
 
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As far as I'm concerned, the ffb is very good, I appreciate how I feel behind the wheel (fanatec csw-v1) it is successful for this car.:)
 
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