John.Persson
Registered
So raw to drive it without driving aids.
What are the real driving aids btw?
What are the real driving aids btw?
Sebring 12h (not an easy track but a real one adapted to the car). We tested yesterday. And to feel the car better, increase the Caster in the setup (6.0 instead of 5.0 for me), the result is amazing, like you add weight in the steering wheel. And use the TC at low for example (the car have it in real)Any recommendations for suitable tracks for Corvette? I have a feeling this car do not fit to every track... or then I just do not like it. But I have had fun with it on some tracks (Putnam park) but then I do not like it on Croft or Mid-Ohio.
Sebring 12h (not an easy track but a real one adapted to the car). We tested yesterday. And to feel the car better, increase the Caster in the setup (6.0 instead of 5.0 for me), the result is amazing, like you add weight in the steering wheel. And use the TC at low for example (the car have it in real)
And this setup can help to get a car stable : http://isiforums.net/f/showthread.php/7429-rFactor-2-Car-Setups?p=139148&viewfull=1#post139148 (no sure about it in long run, but stable and make confident to start). Watch for the first lap, the car need to be in good temperature with tire before attacking.
Sebring 12h (not an easy track but a real one adapted to the car). We tested yesterday. And to feel the car better, increase the Caster in the setup (6.0 instead of 5.0 for me), the result is amazing, like you add weight in the steering wheel. And use the TC at low for example (the car have it in real)
I don't "feel" any cars (TSW Wheel - no force feedback). ;-)
However, I do think the Vette is great as is! Folks here seem to want cars where all they have to do is smash the gas and go and that's simply not how race cars drive. They require finesse and throttle control to keep the rear end in check (RWD cars).
The problem is that changing setup doesn't change a thing. It's like rear tyres are imune to changes. (lol)I'm no setup nor physics expert but I really found somethings weird when looking at some data on Motec. But I'm still inclined to think that the problem is me!
Anyway, is interesting to hear other people founding it weird too.
I'll keep testing here and see if I find any "solution".
A part of the known issues file:
Tire Model
==========
-Contact patch load distribution model is not final, which means tire pressure does not have the full effect that it should.
-Aquaplaning is not implemented, so wet weather driving is only properly modelled when the track is damp but with no standing water.
-There are other relatively minor loose ends.
-Curbs, white lines have almost no grip in rain.
I think that especially the unfinished contact patch load distribution model may have something to do with the values you are getting, and that it will make all the cars more stable when finished
Not sure if there is something odd with the tires but the C6R can be thrown around OOB really well. Doing low 51s (during Q, race pace mid 51s) at Lime Rock with the uphill chicane, i.e. layout that it is used in ALMS. That matches the rl times of the C6R running at LRP. Could be slow for in game, dunno, only race offline. If the car had more grip it wouldn't match up correctly with what a GT2 can do there.
Only change I made, besides fuel load and brake pressure, was to lower the dif power and increase the coast. Using a T500, not sure if that has anything to do with the improved feel but I can run lap after lap with no surprises with this car. Loads up real nice and can lift to half throttle to adjust the line in the last two turns if needed.
A part of the known issues file:
Tire Model
==========
-Contact patch load distribution model is not final, which means tire pressure does not have the full effect that it should.
-Aquaplaning is not implemented, so wet weather driving is only properly modelled when the track is damp but with no standing water.
-There are other relatively minor loose ends.
-Curbs, white lines have almost no grip in rain.
I think that especially the unfinished contact patch load distribution model may have something to do with the values you are getting, and that it will make all the cars more stable when finished