Released GTE BOP - September 2020

GTE BOP September 2020

Changelog:


Chevrolet Corvette C7.R GTE
v2.47
  • Fix for wrong default differential preload
  • New default setup
  • Qualification fuel map as new default.
Aston Martin Vantage GTE
v1.57
  • Added +5kg weight penalty
  • New default setup
  • Approximately 1% more fuel consumption.
  • Qualification fuel map as new default
  • Approximately 0.6% less engine torque and power output.
  • Corrections to damper travel in both directions (mainly on rebound, but also very minor to bump stops).
  • Fix for camber adjustment step (now it's 0.1 deg) Note: this change will require corrections for camber angles in existing setups.
  • Increased drag by Approximately 3.7% and reduced downforce by Approximately 2.8%.
BMW M8 GTE
v2.07
  • New default setup
  • Qualification fuel map as new default
  • Approximately 3.2% less downforce
Porsche 991 RSR GTE
2.47
  • New default setup
  • Approximately 1% more fuel consumption.
  • Qualification fuel map as new default
  • Approximately 0.5% more engine torque and power and 2.3% less downforce
Ferrari 488 GTE
v1.67
  • New default setup
  • Fixed fuel tank (was 93L, should be 90L)
  • Qualification fuel map as new default
  • Approximately 2.3% less fuel consumption
  • Approximately 0.55% less engine torque and power output
 
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Thanks! Could you add a summary for each car, if it got faster or slower against other cars? I felt, for example, that Aston and 488 were faster than 911 before BoP.
 
How were these new default setups created? On which tracks? I ask because for ferrari 280F and 240R spring rates seem weird. The car is 10% heavier in the rear compared to the front.
Is the front wheel rate different to the rear because of the suspension geometry?
 
Is it just me, but it seems like the add-on Porsche and Aston skins via virtual rides method are broken... different .veh names again

Is there a better way for add on skins to be done to prevent this and make things easier?? It makes being a painter very frustrating.
 
@Christopher Elliott
We have a six hour race tomorrow & half the field are Aston Martins.
What specifically has been done to the bumps & rebounds?
The current setup we have is undrivable with the new configuration.
have the rebounds been stiffened overall or is the progression from soft to hard more pronounced?
As you can understand, we need to be able to fix our sets URGENTLY...
 
@Christopher Elliott
We have a six hour race tomorrow & half the field are Aston Martins.
What specifically has been done to the bumps & rebounds?
The current setup we have is undrivable with the new configuration.
have the rebounds been stiffened overall or is the progression from soft to hard more pronounced?
As you can understand, we need to be able to fix our sets URGENTLY...

Is it that difficult to test drive the car to figure it out?
 
You should have a league rule prohibiting auto downloads prior to a race. I'm not sure how to enforce it or even if it's possible, but I can understand your frustration. There isn't a good time to push out updates like these, somebody is always racing somewhere.
 
Is it that difficult to test drive the car to figure it out?
We have & we've fixed it to a reasonable extent (our setup)
It would be nice to know, 28 hours out from a 6 hour race that we have spent many hours working out a fast set,
specifically how the rebounds have been altered.
We have people who will only be able to come on just before the race.
It ain't going to be fun for them to suddenly find out that their car is undriveable,
and with next to no time to correct..
.. if we have the knowledge of what has been done, we can pass that on to the other teams...
 
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