Denis Eshchenko
Registered
Hello everyone!
Firstly, I'm an amateur modder, and just suggest my changes. You may or may not use it. You decide for yourself. Made exclusively for testing purposes, but I will be glad if some endurance leagues take advantage of this.
You all know about the recent race in VEC. You all know about the problem with engine wear on Oreca 07 (and not only the lmp 2 car). I have investigated and here is my opinion on the situation.
In the previous topic, it was rightly indicated that excessive engine wear does not come from quick downshifts, but from long upshifts. According to the experience of rfactor 1 mods, engine wear began after the rpm limit. In the case of Oreca 07, this should be after 9000. As the developers said, the engine resource is 50 hours. This is really a lot, and with ordinary demotions, such a resource cannot be exhausted. Hence, it is logical to assume that wear begins much earlier. Before that, there were almost no problems, because there were red flags and engine wear was reset. I've seen problems like this in Daytona and .. possibly other tracks, but very rarely. Most often at Le Mans. Why there? Because there are many long straight lines and the engine stays at the high RPM where it starts to wears out more.
My decision.
I found out that through the tuning file (where the car's air packages are registered), you can also fix the physics of the car.
I decided to make a few changes through the upgrade.ini file for Oreca 07. I took the 9000 rpm limit as a basis and limited the engine wear on it. Also removed the random wear by setting LifetimeVar to 0. Of course, I haven't been able to complete the 24h race distance yet to test it live, but the AIs I launched last night were able to drive the entire distance without breakdowns.
Also corrected the section in LeMan aeropackage:
HDV = [ENGINE]
HDV = GeneralTorqueMult = 1.0
HDV = GeneralPowerMult = 1.0
All packages had 0.88, here 1.0. As far as I know, this could also a lot on engine wear, in addition to previous engine problems. Lap times have not changed significantly. It became slower, but about 0.5 sec in Le-Man.
Also fixed braking problem on Oreca 07. Everyone always used 60:40 brake balance but still spin on braking. Why? I’m sure the problem is in the brake torque. It is much stronger at the back. I changed on equal torque for four wheels. Now the balance of the brakes can be changed depending on your preference. I'm using 56:44 now. Locking up rears and spinning are gone. The car is very good on braking!
And the last thing I changed was the loss downforce in slipstream. This is not a big problem compared to the others. I changed it, because in real Le Mans, lmp2 often follow each other in wheel to wheel battles. In rfactor 2 there are problems with this, especially in braking and in high-speed corners.
List of changes:
Motor wear
Brake torque
Power and torque multiplier
Fixed DraftLiftMult
These changes have been applied to all air packages.
Download link:
https://drive.google.com/file/d/1j_gaapOy9efUz1qcJQgKWsk_iNnDGjPL/view?usp=sharing
How installed:
copy in directory rFactor 2/Packages and just installed how anything rfcmp mod.
You can found car in Oreca list, bottom:
It's not must conflicted with original cars or anothers skinpacks, because is a different version.
Enjoy!
P.S. In conclusion, I would like to say that hopefully this topic will give Studio-397 a reason to finally get into the physics of their cars. Of course, graphics are important, but who will drive them if their cars are broken. After all, this should be done by developers, not amateur modders.
Firstly, I'm an amateur modder, and just suggest my changes. You may or may not use it. You decide for yourself. Made exclusively for testing purposes, but I will be glad if some endurance leagues take advantage of this.
You all know about the recent race in VEC. You all know about the problem with engine wear on Oreca 07 (and not only the lmp 2 car). I have investigated and here is my opinion on the situation.
In the previous topic, it was rightly indicated that excessive engine wear does not come from quick downshifts, but from long upshifts. According to the experience of rfactor 1 mods, engine wear began after the rpm limit. In the case of Oreca 07, this should be after 9000. As the developers said, the engine resource is 50 hours. This is really a lot, and with ordinary demotions, such a resource cannot be exhausted. Hence, it is logical to assume that wear begins much earlier. Before that, there were almost no problems, because there were red flags and engine wear was reset. I've seen problems like this in Daytona and .. possibly other tracks, but very rarely. Most often at Le Mans. Why there? Because there are many long straight lines and the engine stays at the high RPM where it starts to wears out more.
My decision.
I found out that through the tuning file (where the car's air packages are registered), you can also fix the physics of the car.
I decided to make a few changes through the upgrade.ini file for Oreca 07. I took the 9000 rpm limit as a basis and limited the engine wear on it. Also removed the random wear by setting LifetimeVar to 0. Of course, I haven't been able to complete the 24h race distance yet to test it live, but the AIs I launched last night were able to drive the entire distance without breakdowns.
Also corrected the section in LeMan aeropackage:
HDV = [ENGINE]
HDV = GeneralTorqueMult = 1.0
HDV = GeneralPowerMult = 1.0
All packages had 0.88, here 1.0. As far as I know, this could also a lot on engine wear, in addition to previous engine problems. Lap times have not changed significantly. It became slower, but about 0.5 sec in Le-Man.
Also fixed braking problem on Oreca 07. Everyone always used 60:40 brake balance but still spin on braking. Why? I’m sure the problem is in the brake torque. It is much stronger at the back. I changed on equal torque for four wheels. Now the balance of the brakes can be changed depending on your preference. I'm using 56:44 now. Locking up rears and spinning are gone. The car is very good on braking!
And the last thing I changed was the loss downforce in slipstream. This is not a big problem compared to the others. I changed it, because in real Le Mans, lmp2 often follow each other in wheel to wheel battles. In rfactor 2 there are problems with this, especially in braking and in high-speed corners.
List of changes:
Motor wear
Brake torque
Power and torque multiplier
Fixed DraftLiftMult
These changes have been applied to all air packages.
Download link:
https://drive.google.com/file/d/1j_gaapOy9efUz1qcJQgKWsk_iNnDGjPL/view?usp=sharing
How installed:
copy in directory rFactor 2/Packages and just installed how anything rfcmp mod.
You can found car in Oreca list, bottom:
It's not must conflicted with original cars or anothers skinpacks, because is a different version.
Enjoy!
P.S. In conclusion, I would like to say that hopefully this topic will give Studio-397 a reason to finally get into the physics of their cars. Of course, graphics are important, but who will drive them if their cars are broken. After all, this should be done by developers, not amateur modders.