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

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 ! :)
Maybe the image means 'the road to nowhere' :-D
Or... maybe we will finally have the Peugeot 208 Pikes Peak :-D
Screenshot 2026-02-28 at 13.33.01.png
 
Sorry for the delay on this. Real life has been taking a toll on the time lately.

Swift Updates V1.2

014:
Tires have had better lookup tables created. Thanks Fredrick Alonso for the ttire tutorial.
Tire damage textures updated. Thanks Coutie. This should help with the tire wear visibility

016:
Tires have had better lookup tables created. Thanks Fredrick Alonso for the ttire tutorial
Tire damage textures updated. Thanks Coutie. This should help with the tire wear visibility

20260309212511_1.jpg


Added Mirl Swan's 2023 Pikes Peak Toyota powered Swift 016. You can see more info on it here!



The car is a Swift 016 powered by a Toyota 4AGE. Turbo charged with a Garrett 3582gtx at 25 lbs of boost. Running E85. Nitrous is also added, just to help with turbo lag at low RPM. Power is quoted at "just over 600 hp at the wheels"

Other updates is that it has 3rd springs added. Car is a little bit lighter coming in at 1220 lbs

Graphically the car stays the same. Maybe eventually I'll get the 3d updated. The car is also running the stock aero. There were several changes to the real car. But I haven't updated the physics for that.


Possible future improvements (But very very far down on the list of things to do):
- Turbo Sounds - I hear it isn't really supported with the .json sound format.
- Pikes Peak Swift 016 3d

Let me know if there are any issues!
 
A big thank you to you, Chris, and to everyone who supported you with advice and assistance. It's great to see that once again a lot of time and love has been put into this project. :) As always, the result is impressive. Great work, mate.
 
Thanks for the kind words everyone! I found another bug that I'm working on. When I was doing the preview shots of the Pikes Peak car, I noticed the brakes were glowing a lot. On a little club track I've been working on, I noticed the same thing. It wasn't until I was putting the Superleague Formula car physics in the spread sheet that I noticed I didn't change the thermal dynamics section on the Brakes tab for the Swifts.

During this process of filling out that info, I found some new pictures of the brake rotors that helped me correct a few other values I was just guessing on. I have to say, asking AI for some values, also gave me some really good ballpark numbers for some of the other info I was missing. I think I have this corrected, but I still need to do a couple long runs to confirm everything is ok.

Also with this, at least on the Pikes Peak car, I believe I accidently reverted to an old tire size multiplier between the .TBC and .TGM. The AI .TBC is way smaller than the player .TGM. I pretty sure this is the main cause for the AI bottoming out. I felt like I had that mostly resolved, but I must have overwrote something along the way. I need to figure out what the size of each are in game and figure out which one is correct.

I just got a new laptop yesterday, so now I'll be able to work on things while I'm away from the main PC. :)
 
I think I have most things fixed now. Hopefully I did the .rfcmp upgrade upload correctly (you should see v1.25 ingame). If there is anything else, please let me know.

- Brake thermodynamics have been updated. I found some new pictures where I was able to figure out some missing measurements for the ventilation. I was able to figure out some measurements for the brake hat. I also corrected a few incorrect values that I missed. In theory, brake temps and behavior should be more realistic.
- Tires - A remnant SizeMultipier was in the .TGMs. Not sure how that snuck through. This made the wheel diameter of the player car approx 2.5 inches taller than the AI/real values.
- Slightly increased friction torque.
- I believe I fixed or applied a workaround for the AI cars bottoming out.

Please let me know if there are any other fixes or adjustments that need to be made.
 
Back
Top