I agree on that one but at the same time the car react on the setup changes pretty good, so I think it depends on track and driving style.I love everything except a very important aspect in handling for me:
While trail braking, in the initial phase of weight transfer the car feels like iracing with even better ffb: big weight transfer and you feel the car can go easily in a unstable state if you aren't smooth on the input.
But then even if you brake too much while turning, the car will never oversteer, it's like past a certain slip angle the front tyres get less grip then back tyres, no matter how much you trail brake and how brutal you are on you inputs. So you never find the neutral steer phase where you can keep the wheels straight and turn with tje brake.
Couldnt get it better with setups. Is it just me because I don't see any other comment like that ?
I'll drop this here, from the MX-5 User GuideAlso setup-wise I would recommend to play a bit with dampers, it affects the braking and cornering a lot. So you won’t get away from the understeer at the trail braking but at least you can minimize the effect and with less weight at the front of the car you can get a slight oversteer or at least put the car on a racing line pretty much quick![]()
Thanks, that was me. Standing next to my NC Race car.And we did have a real Driver of this Series, who made a great base Setup.
That's very helpful! Thanks for the feedback and some decent explanation!Gents, thank you for your hard work on this mod. It looks and sounds great.
I race an NC MX5 Cup car IRL and was involved in the physics testing and setup of Marcoboosts NC1 MX5.
I hope you don't mind me giving some initial feedback on this mod after a few laps at Oulton Park.
I'm going to try some damper adjustments later but here's my first feedback.
-Basic Balance;
In my view it has a "hard wired in" tendency to oversteer on entry and understeer on exit. (this was present in the first version of the NC1 I tested too).
No matter how hard you stomp on the throttle the rear grip remains solid and this is witnessed by the rear tyre temperatures remaining much cooler than the fronts. This BTW was on the minimum diff preload. The result in the game is that any amount of oversteer can be cured by throttle application. The real life MX5 is much more balanced, its mid corner balance is more neutral and it can be teased into oversteer quite easily. The rear tyre temps are the ones you need to manage IRL. So it's my view that the balance needs some tweaking. I couldn't effectively change the balance because on corner entry I would want a stiffer front end (to reduce entry oversteer) and the springs are on maximum, then I would want to stiffen the rear for more realistic behaviour on throttle but the rear ARB was on maximum, preload on minimum and the rear springs are not adjustable. So I couldn't get the rear end moving (to help rotate the car on throttle).
Other observations: (some very minor)
The water temp was sitting at 20 degrees with oil at 88 deg.
The brake balance is biased too far to the rear so they lock up too easily provoking oversteer which exacerbates the above problem.
In real life these cars have on board brake bias adjustment.
IRL these cars don't have a pit limiter.
I hope you can take these as constructive points as I would love to see this car evolve into something special.
The real life BRSCC MX5 Cup and MX5 Supercup grid race a ND Miata in winter but currently use iRenting. I'd like to see them in RF2.
Cheers
David
EDIT:
Because a man with an opinion and no data to support it is a man with an opinion,
I went to the Nazareth oval to test damper changes. I set rear slow bump to stiffest, front slow bump to softest, also added some front toe. These changes maximised the potential for oversteer. Given at such an oval cars will tend to scrub the right front a bit with a road course style "neutral setup", it was still impossible to provoke oversteer on throttle. Again this is witnessed by the contrasting tyre temps (and wear). It should be possible with maxed out settings to get some heat into the right rear relative to the right front-I couldn't.
Ill attach two pics, one from cockpit after 2 laps, the other a motec trace from same laps.
Gents, thank you for your hard work on this mod. It looks and sounds great.
I race an NC MX5 Cup car IRL
I agree that the ai is too strength compared to other mods and to official content. I did a trackday at Autodrom Most and I barely could beat the ai by half a second at 100% when I usually can beat them by 2.5-3 seconds on average, especially in such long tracks. Also considering the amount of effort I was putting should've been enough to pull at least 1.5 seconds.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
Is that a bad thing really? Right now the AI gives you a proper competition on 100% level, could it be good for a proper challenge?I agree that the ai is too strength compared to other mods and to official content. I did a trackday at Autodrom Most and I barely could beat the ai by half a second at 100% when I usually can beat them by 2.5-3 seconds on average, especially in such long tracks. Also considering the amount of effort I was putting should've been enough to pull at least 1.5 seconds.
Absolutely not, it's just an observation. I mean, after all the ai level it's just a numberIs that a bad thing really? Right now the AI gives you a proper competition on 100% level, could it be good for a proper challenge?
In my opinion if you're setting up the AI at 100% you can expect that you need to really beat the car-track combo to win the race which is, again, in my opinion how the things should be.