mantasisg
Registered
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Hey ! Version 0.72 is released.
https://steamcommunity.com/sharedfiles/filedetails/?id=3361040539
Picture is from Thruxton. I find it an absolute blast to drive in 40-100% wetness. Also loved Croft at 15% wetness. For wet Ilike to use faster steering rack, as more correction are required, and it gives more steering feel.
Besides steering rack options. Pay attention that there are two engine options. 220hp engine is more zippy, and also makes car less stable, it is race engine, while 178hp is civil engine.
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I am building this model from scratch. I will be implementing it to rF2. I have already made physics for it. Physics work started years ago, when I joined Woochoo to do physics for 1967 Endurance Pack, and Porsche 911s raced in 1967.
There already exists 911 2.0L cup mod. But despite that I have decided to go for my own version anyway. I am offering more in depth physics, that were in works for about four years. Worth to mention, these four years also shared with physics work on other ~70 cars. Each car gave some lesson. Every car was more or less challenging. The 911 definitely was one of the mos challenging. It wasn't long ago that I discovered that it drives a lot better with higher pressures, reduced grip is well compensated by increased stability, while it might be true for all cars, for this one it makes major difference especially at the rear end. I always had a hunch that it might be the case, because it always was becoming way nicer after first few laps of cooking tires (thus increasing their pressures too).
Working on this car and collecting data and references. I have learned that the mythical rear engine "massive" lump of metal is not the scary part about this car at all, although it is one of key features contributing to the character of the car. But many mid engined cars has similar mass distribution, and inertias that aren't that crazy different. The main factors for old 911 design handling are aerodynamics, it developed surprising amount of lift. Next are skinny tires and short wheelbase. On top of that strong engine braking contributes to it's tendency to float into yaw motion when decelerating into fast turns, which is so beautiful to watch how capable drivers use that as four wheels drifting cornering technique - learning to set the yaw rotation just right before entry of a turn and then floring throttle to keep rear end gliding is such a delightful experience, and it is fast.
Besides being oversteer monster, this car is also an understeer monster. These are not my words, but Vic Elford said that. It is true, if you find the car overheating rear tires too much from all those oversteer and neutral steer slides, then you can just simply start inducing understeer for it to avoid oversteer and this car loves adn feels nice to understeer too. Truly fantastic balance and so unique. For those who don't know, Vic Elford basically persuaded Porsche to get 911 involved into motorsports early on.
I am planning to release an early 0.3 version with "civil" engine at first, delivering ~170hp, also easier on engine braking than race engines. And with each update I am going to add upgrades: 911s 2.0L race engine, and then later also 2.2L race engine together with wider wheels.
Model is around 60% done. Physics must be over 80% done by now. I think whole car will be over 70% done for first release. But don't get confused if it is version 0.3 by then, last 10% takes 90% of work.
Few more wip model renders:
https://imgur.com/a/rnvjXPN
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