[REL] Mazda MX-5 Cup ND2

Discussion in 'Vehicles' started by Nick9320, Feb 10, 2021.

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  1. Nick9320

    Nick9320 Registered

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  2. 8Ball

    8Ball Registered

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    Another for SPEC RACING rfmod :)

    Thank You.
     
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  3. RaceNut

    RaceNut Registered

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    I'm really looking forward to running some laps with this tonight!
    Thank You!
     
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  4. Nick9320

    Nick9320 Registered

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  5. atomed

    atomed Member

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    Spectacular, feels so good and natural, great job. I´d only add engine damage for missed gears and some mandatory clutch for not being able to shift without any kind of lift and we have another 10/10.
     
  6. DanRZ

    DanRZ Registered

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    Draft and Bump draft is too powerfull ...

    Max speed of 235 km/h using bump draft on Daytona.

    It probably need some adjustments ... or is it realistic ?
     
  7. Corti

    Corti Registered

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    coment about Mazda in daytona (by Racer.com):
    "The top of that roll cage is not designed for accidents on a superspeedway, and yeah 130-135mph (the speeds in the draft here) "
     
  8. memoNo1

    memoNo1 Registered

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    A great car.
    However, the AI is very strong.
    Even at 100%, it's a good second faster than me.
    I normally drive at 110% as standard.
    That's a very strong AI level.

    At Loch Drummond short I.m able to drive a 1:05:xxx.
    The AI @ 100% 1:04:xxx
     
    Last edited: Mar 23, 2024
  9. Kronzky

    Kronzky Registered

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    Can this be driven without a clutch?
    Because I don't have one, and I get 0-100km/h times of 9 seconds...
    It nearly stalls out at the start.
    Also, it would be nice if the sun visor could be reduced a bit (or make it translucent). Right now it feels like driving a tank. ;)
     
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  10. sg333

    sg333 Registered

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    Excellent car, some small suggestions :)
    - engine sound is way too offset, sounds like it's in the passenger seat. Official cars have a small sound offset but this feels too off.
    - car feels unbalanced driving in a straight line, any steering input feels like the car is going to spin. Like the steering is too sensitive at speed in a straight line?
     
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  11. L0P3X

    L0P3X Registered

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    I found this comment from a MX-5 Cup driver:

    [​IMG]

    The Sadev gearbox from the ND.2 spec has a really long 1st gear compared to the original H-Pattern one, anyways I will have a look at the autoclutch for possible improvements in that area :)
     

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  12. CeeBee

    CeeBee Registered

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    EXCELLENT!!

    If i can add a wishlist item, add a few more polygons to the dash, you can actually count only 4 facets for the clocks display area, and because its right in your face in cockpit view it is very obvious
    View attachment upload_2024-3-23_8-51-55.png

    Fn to drive at this track, great ffb.
     
    Last edited: Mar 22, 2024
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  13. Haris1977

    Haris1977 Registered

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    Car feels good :)

    2 things i ve spotted:

    1. car feels like it is difficult to go in a straight line. It goes left and right all the time (at least with my system)
    2. ai is tooooo strong
     
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  14. rd.king

    rd.king Registered

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    I'm also finding the straight line instability to be a problem.
    any setup help would be welcomed.
     
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  15. ManfredK2_new

    ManfredK2_new Registered

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    i have no problems with an instability at straights. Using Simucube 1. Problem could be a deadzone for steering. Maybe try deadzone=0
     
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  16. 8Ball

    8Ball Registered

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    You simply can't set 100% for everybody. ;)
    I have various content below 100% up to 120%.
    Just the way it is with ISIMotor ( mods and AI are not robots ), then it depends how much (+) positive increase affects individual AI dynamics.
    Difference with light fuel and full tanks if you watch individual AI you will see nuisances ?
    You change strength you change other things because the AI is dynamic, other sims are not, not that I can ever tell anyways.
    Like ACC AMS 2 whatever you watch AI do pitstops, then 2 or more meet on track there is no reasonable behavior of dynamics.
    rF2 - LMU cars on cold / hot tyres is proper looking fight for at least 20 seconds.
    Be glad this sim has Ai learning, not dumbed down robots. :)

    Driving with a bunch of robots at perfect AI speed or AI with varied behavior that drive like they own it. I know what I rather.
    Even if races rF2 and LMU the AI get spurts of speed then run wide get dirty and do 2 slower laps closer too real then not
    I mean wow I amazed this is not even a talking point ever.
    You just need to drive AC ACC AMS2 rF2 and LMU AI race and watch and learn, plain as the nose on my face.

    Anyway drive at 95% If the AI is good they will adjust but again not all will, changing individual AI strengths is not inclusive car to car.
     
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  17. vava74

    vava74 Registered

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    Same with my MozaR9.
    I drove it with car specific FFB at 100% and it felt just right.
     
  18. memoNo1

    memoNo1 Registered

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    I have to disagree with you.
    It definitely has to do with the tuning of the AI.
    Yes, it is partly dynamic.
    I myself have the HGT mod tuned via the tire grip.
    It was unspeakably strong.
    If you take a closer look at the S397 mods, or from SSSimon, 100% stands for the value "Standard Driver" while 120% stands for the "Aliens".
    I use 110% as my benchmark.
    But if the AI is extremely strong even at 95%, it's simply not well tuned.
    And in this case it simply isn't.;)
     
  19. Kronzky

    Kronzky Registered

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    I actually prefer an AI that's "too strong".
    It's easy to adjust an AI that's too fast, but fixing one that's too slow can get tricky.
     
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  20. memoNo1

    memoNo1 Registered

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    Why?
     

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