[REL] Swift 014.a and 016.a - Formula Atlantic - Released

Thank you for the cars, they are very nice to drive.

SR4L are running these cars tonight (Tuesday) at Pau Arnos track.
A 10 minute qualify starts at 7:30pm UK time followed by many many 10 minute races.
There are no points scored, so just for fun, no pressure.
Server open now, search for server SR4L.
See you on the track all.
:)
 
The SCCA Runoffs were this past weekend. In the Formula Atlantic class, there were a total of 12 cars. Of the 12, 10 were Swifts. I was on site just for that day. I was able to meet and chat with Shane Kennett (finished 2nd in the race), who provided some of the 016 information during development. I then had a lengthy conversation with James French. James is an IMSA LMPC and Asian Lemans Series champion and has a lot of other racing accolades. He owns and raced an 014, but he also raced an 016 earlier this season. He was really blown away on how accurate the mods were. Unfortunately, he got caught in an incident not of his doing. Later on, Rob Radmann stopped by. I'm not sure why he wasn't racing. He expressed a very similar sentiment to what James said about the cars in game. He talked about how his IRL car has a certain wiggle at the Road America carousel, and the in game car had the very same reactions.

In celebration of the Runoffs, I'm planning an update to add all the cars that participated in. That'll add a few additional skins and do a bug update. Other bug fixes planned:

- Fix the UI Number for the #75 Swift 016 - Thanks Goanna
- Try to slow down the AI. Even James said they were a little too fast :)

If there is anything else, let me know! I really haven't heard of anything else on any of the channels

557536135_1443457331119679_3548995774337125471_n.jpg
 
The SCCA Runoffs were this past weekend. In the Formula Atlantic class, there were a total of 12 cars. Of the 12, 10 were Swifts. I was on site just for that day. I was able to meet and chat with Shane Kennett (finished 2nd in the race), who provided some of the 016 information during development. I then had a lengthy conversation with James French. James is an IMSA LMPC and Asian Lemans Series champion and has a lot of other racing accolades. He owns and raced an 014, but he also raced an 016 earlier this season. He was really blown away on how accurate the mods were. Unfortunately, he got caught in an incident not of his doing. Later on, Rob Radmann stopped by. I'm not sure why he wasn't racing. He expressed a very similar sentiment to what James said about the cars in game. He talked about how his IRL car has a certain wiggle at the Road America carousel, and the in game car had the very same reactions.

In celebration of the Runoffs, I'm planning an update to add all the cars that participated in. That'll add a few additional skins and do a bug update. Other bug fixes planned:

- Fix the UI Number for the #75 Swift 016 - Thanks Goanna
- Try to slow down the AI. Even James said they were a little too fast :)

If there is anything else, let me know! I really haven't heard of anything else on any of the channels

557536135_1443457331119679_3548995774337125471_n.jpg
Chris, your work is committed and commitment in rFactor 2 brings an almost perfect illusion and replication of reality... so the news you received and conveyed to us here, do not come as a surprise to me.

But... embarrassingly, I have not driven the Swifts yet :-/ and I need to make amends on that.
 
The SCCA Runoffs were this past weekend. In the Formula Atlantic class, there were a total of 12 cars. Of the 12, 10 were Swifts. I was on site just for that day.
557536135_1443457331119679_3548995774337125471_n.jpg
The SCCA Runoffs are the Olympics of Grass Roots Motorsport!
I was active with SCCA from 1974-1993, made the Runoffs at Road Atlanta every year. At the time I lived in NC about an hour south of VIR.
I found a few of my credentials hiding in the corner of my toolbox I fished out a few days ago. I was about your age back then.

SCCA-Credentials-half.jpg S2000-Runoffs.jpg
 
After approximately 2.5 year, this project finally sees its public release. Coutie and I present the Swift 0.14a and 0.16a Formula Atlantic cars. This was a long time of information gathering and learning. This is my first foray into physics building. We also got several real driver/owners to test it out to make sure we weren't too far off. This is about as close as one can get to actually driving these machines.

The Swift 014.a is an open-wheel formula racing car, designed, developed and built by American company Swift Engineering, for the Formula Atlantic spec-series, between 2002 and 2005. It was powered by a naturally aspirated 1.6 L Toyota 4A-GE.

In recent years the chassis has been modified to run a 2.0 L Mazda MZR and 2.0 L Honda K20Z3.

This mod includes 5 different versions

TAC - Toyota Atlantic Championship - The car as raced between 2002-2005. Reduced weight and RPM limit
Swift .008 - Replication of Rob Radmann's Swift 008 with 014.a body work and unrestricted Toyota 4A-GE
Swift 014.a Honda - Swift 0.14a powered by a Honda K20Z3
Swift 014.a Mazda - Swift 0.14a powered by a Mazda MZR
Swift 014.a Toyota - Swift 0.14a powered by a current unrestricted Toyota 4A-GE

The Swift 016.a is an open-wheel formula racing car, designed, developed and manufactured by American company Swift Engineering, for the Formula Atlantic spec-series, and has been the sole car used in the series since 2006. They are powered by naturally aspirated 2.3 L Mazda four-cylinder MZR engines, which has been specially tuned by Cosworth.

This mod includes 2 different versions

Restricted - As it races in SCCA with a 32mm restrictor. Would be comparable on pace to the Swift 0.14a. Approx. 280 HP
Unrestricted - As it races in Formula Race Promotions (FRP) and historic racing. Approx 315 HP


Coutie - 3d model, textures, icons
Crivitz Chris - Physics, skins, sounds

Special thanks to Dave Zalveson and Greg Labadie. With out their assistance this would not be possible!

Additional thanks to redapg, Rob Radmann, John Colbert, Mirl Swan, and Tony Opheim.

https://steamcommunity.com/sharedfiles/filedetails/?id=3557915621
https://steamcommunity.com/sharedfiles/filedetails/?id=3557924685

swift_12.jpg


swift_11.jpg
First of all let me thank you for these amazing racing machines. Secondly, i had so much fun driving them at Laguna Seca that it's almost an addiction. Amazing add-on for rF2, seriously addictive ahah:):D
 
Just want to keep every one updated.
2025 SCCA Runoffs
Skins - 10 of 10 complete
Regions - 10 of 10 complete
Livery Materials .json - 6 of 10 complete
Helmets - 10 of 10 complete (Boy there were a few difficult ones)
Icons - 0 of 10 complete

This past week I received the final piece of car information. I received the dyno sheet for the 2.0L Mazda MZR in the Swift 014. I need to convert the line graph picture into something to get the values off of.

Depending on my time, it may take another week or two to finish. Let me know if there is anything else that I can improve!

Here are the 2025 SCCA Runoff cars!
#66 Hans Peter & #46 James French
20251011.jpg


#2 David Burkett & #00 Jeremy Hill
20251012.jpg


#02 John Norton Jr. & #09 JR Smart
20251010.jpg


#74 Dudley Fleck & #68 John Mcaleer
20251013.jpg


#63 Shane Kennett & #49 Tony Ave
20251014.jpg
 
Chris - these cars are super fun and so responsive to race. Thanks for your expertise and diligence in bringing them to RF2
 
Just want to keep every one updated.
2025 SCCA Runoffs
Skins - 10 of 10 complete
Regions - 10 of 10 complete
Livery Materials .json - 6 of 10 complete
Helmets - 10 of 10 complete (Boy there were a few difficult ones)
Icons - 0 of 10 complete

This past week I received the final piece of car information. I received the dyno sheet for the 2.0L Mazda MZR in the Swift 014. I need to convert the line graph picture into something to get the values off of.

Depending on my time, it may take another week or two to finish. Let me know if there is anything else that I can improve!

Here are the 2025 SCCA Runoff cars!
#66 Hans Peter & #46 James French
20251011.jpg


#2 David Burkett & #00 Jeremy Hill
20251012.jpg


#02 John Norton Jr. & #09 JR Smart
20251010.jpg


#74 Dudley Fleck & #68 John Mcaleer
20251013.jpg


#63 Shane Kennett & #49 Tony Ave
20251014.jpg
Gave a very quick spin with the toyota powered and it felt amazing.
In my favourite track for testing - andrea's Hermanos Rodriguez - I found myself overshooting turns, misjudging how hot the fronts were and how much grip they were giving me... what a fantastic and organic feedback of the grip progression/fluctuation.
Visually, one remark: tyres remained brand spanking new on the contact patch - glossy - even after several laps
 
Last edited:
Update released! Hopefully I didn't miss anything.
Swift 014 v1.10 2025 SCCA Runoff Pack
#09 JR Smart - Mazda
#46 James French - Mazda (Existing skin updated)
#00 Jeremy Hill - Toyota
#02 John Norton Jr. - Toyota
#2 David Burkett - Toyota

Updates:
- New Mazda torque curve based on real info
- Small decrease in Toyota power to match dyno numbers
- AIPerfUsage from (1,1,1) to (0.97,0.97,0.97). That should reduce AI speed
- Slight change to AICornerRates to try and prevent AI bottoming out at high speed

Swift 016 v1.10 2025 SCCA Runoff Pack
#49 Tony Ave
#63 Shane Kennett
#66 Hans Peter
#68 John Macaleer
#74 Dudley Fleck

IRL skin for Greg Labadie #35. The Swift 016 project would not have happened with out his assistance.

Updates:
- Slight change to AICornerRates to try and prevent AI bottoming out at high speed


SCCA25 should be a selectable class which will include only the Runoff cars.

@vava74 - I see what you mean about the tires. I haven't figured out the fix for it yet. If anybody has any ideas, please let me know.
 
Update released! Hopefully I didn't miss anything.
Swift 014 v1.10 2025 SCCA Runoff Pack
#09 JR Smart - Mazda
#46 James French - Mazda (Existing skin updated)
#00 Jeremy Hill - Toyota
#02 John Norton Jr. - Toyota
#2 David Burkett - Toyota

Updates:
- New Mazda torque curve based on real info
- Small decrease in Toyota power to match dyno numbers
- AIPerfUsage from (1,1,1) to (0.97,0.97,0.97). That should reduce AI speed
- Slight change to AICornerRates to try and prevent AI bottoming out at high speed

Swift 016 v1.10 2025 SCCA Runoff Pack
#49 Tony Ave
#63 Shane Kennett
#66 Hans Peter
#68 John Macaleer
#74 Dudley Fleck

IRL skin for Greg Labadie #35. The Swift 016 project would not have happened with out his assistance.

Updates:
- Slight change to AICornerRates to try and prevent AI bottoming out at high speed


SCCA25 should be a selectable class which will include only the Runoff cars.

@vava74 - I see what you mean about the tires. I haven't figured out the fix for it yet. If anybody has any ideas, please let me know.

I am sure that we can find some help around here.

Too much modding is made alone, fighting the ghosts of rFactor2 when more cooperation would solve so many thinks.

I am, unfortunately, merely a sh!t stirrer and unable to contribute -- at least for now -- but your work is amazing and it will shine through.
 
Hey just wanted to provide a little bit of a comment on this. Greg, who assisted and provided a lot of the 016 information had this to say over the weekend:
Hey Chris,
At HST Buttonwillow Circuit I won the overall, and FA, and set a new track record! I credit the sim model to much of this. It is so realistic, I felt very familiar with everything irl after many hours practice on sim.

Remember when we kept wondering why the top speed at Circuit was too high in model? Well it’s not. The model is right. With my new Chris Smith engine, I was hitting those top speeds. I was 140 mph at end of straight, just like model. With my previous engine I was only 133 mph. So the model is correct. I know we spent a lot of time on that, with data from Shane, so looks like we got it all right!

Oh course sim time is still a little faster, (always sims are faster than real life) but not by much. The grip is still probably a little too good in model, but it is close enough for training. I do 1.34 in sim, and did a 1.35 in qually irl. So it is really an excellent model!

Greg

He also won overall and in FA on the Sunday as well!


An update on the mod side. After seeing the instructions on @Frederick Alonso tire post, I ran the 4 .tgm through ttool to build the lookup tables. Took approx 5 hours per .tgm on my PC. I didn't notice much difference, but it should be slightly more accurate. I haven't had an opportunity to look at the tire wear graphics. I learned a bit on more on how the IBL shaders work by working on a track project that I hope to be releasing soon. I'm hoping that I can figure that out. No ETA at this time, but hopefully I'll have it uploaded soon.
 
Very interested to hear more about ttool experiences. Nobody really talks much about it ever.

I wonder what has more impact for tire, is its build and look-up table, or real time section. I already know, that real time parameters give massive control over nature of tire in rF2.

If yours turned out not much different, maybe because previous ttool build simply was similar.

How long it took to research and prepare everything for ttool tests ?

And if it is not a secret what are your computer specs ? 5hours is not terrible, but it is a long time.
 
I wish i knew more on the tire side. Honestly, it was the one thing on the whole project that was just guesses. I haven't been able to get the .tgm worksheet to export a working .tgm file. I have a real used tire in my office, but I'm not able to transfer it to game data.

I ended up using @redapg tire resizer to utilize an existing one that was close. I forget specifically what I used as the base. Then it was all editing of the Realtime section and TBC essentially line by line. I probably had Dave and Greg probably test over 300 versions/edits of tires. That was after my initial validation against some telemetry data that I had. I have posted this before, but without Luthien's post, I would probably still be working on tires (http://lammasandska.blog57.fc2.com/blog-entry-242.html)

ttool... I really don't know. It seems to be more of a visual testing app. Not necessarily a tire creation tool. I honestly have no idea what Im doing in there. I used @Frederick Alonso tutorial for lookup table creation. If it wasn't for that, i would still be using the existing info. He seems to have done more research on this side of things and can probably add more to it. I would say Realtime has more of an affect than the lookup table.

My PC is an MSI prebuilt, with just a lot more hard drives in it. Memory got too expensive when I was looking at updating (https://www.amazon.com/dp/B09V7NTSWV?ref_=ppx_hzsearch_conn_dt_b_fed_asin_title_1&th=1)


One last side note. I think I finally figured out one issue I was having (other than tire graphics). Expect one additional surprise when I get the update uploaded :)

licensed-image.jpg
 
I think whole physics, but especially tires is half science half art. I'd say both are necessary.

That PC looks pretty good similar to mine. Could have saved 100Euros if I bought mine a month earlier, but would have paid 200Euros more if I bought it two weeks later. My processor is worse, but I have 32GB of ram.

I'd say 5hours is a lot for PC like that, so what can we talk about 2012 computers... These are the sacrifices people make to achieve state of the art simulation physics. Eventually people will understand, I hope.

I have been mostly ignoring lookup table ttool aspect, and using similar source tires. Resizing nodes with Chrises online tools. And then work on RT parameters. In most cases it works out, but good to know that there is more to achieve still.

PS. I have no idea what this image of these roads (Pikes Peak?) means, but it is exciting to me ! :)
 
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