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Edvvc, post: 31666, member: 582 Wrote:No, but it's a Seasonic 860W that a friend assures me is sufficient for my 980Ti graphics card. That card probably needs dust blown out of it after 7 years of use. ‘Tis the season for issues by the sound sim it. I spent a chunk of yesterday reconfiguring my rig due to USB conflicts. Turned out my Anker 9-port powered USB 3 hub had partially failed (only 3 ports left working) but due to conflicts, it wasn’t just a case of plugging stuff in elsewhere (the Rift VR was particularly hard to please…)
The recommended method of uninstalling all entries under USB Controllers in Device Manager ran into problems as I couldn’t identify which ones covered my mouse and keyboard so I couldn’t reset them all at once.
Anyway, enough tech - we’ve got a dedicated area on the forum for that!
I’m guessing that another outing in the Trans Ams might please more people than it annoys (I had an unhappy evening* and Ed seems to have lost the love somewhat)?
Giorgio made a suggestion for a track (New Jersey Lightning?) that I’ll try. Riverside (I think it’s riverside - another desert track) might suit (Bridgehampton was ace!) and there may be some others (NOLA has been mentioned).
I’m somewhat inclined to give the Caterhams a run from the week after next possibly - even though I‘m finding them incredibly frustrating at Croft (they seem to understeer like a pig compared to the real thing and the disparity between front and rear suspension travel/springing/damping just feels wrong)…
*DCs setup was very welcome but I had to lower my car-specific FFB as the steering was overly heavy for me with my DD wheel - and I think I kept getting caught out by the asymmetric setup. Lost the car at some point in race after race and always ended up nose-in to a barrier, usually with a stalled engine, and no way back in a 4 lap race.
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I found it very easy to overdrive these cars , they are big heavy lumps to throw around , basically i found the best way to drive them was like the F1 we ran last season , early braking and throw the weight around with the gas pedal. With these cars seeming to have the aerodynamics of a house brick i was surprised the draft effect was so small , but i did enjoy the racing .
I like the mod but i think if we had more control over diff settings it would give a bit more agility .
Myles my initial impression of the Cats is that they are oversprung , all the suspension movement appears to come mainly from the tyres
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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deecee52, post: 31668, member: 19 Wrote:Myles my initial impression of the Cats is that they are oversprung , all the suspension movement appears to come mainly from the tyres ….not if you watch the vehicle from the side - the rear end is bouncing like a space hopper!
Actually, this vid seems tame…
Quote:I like the mod but i think if we had more control over diff settings it would give a bit more agility .
I wonder if we could get permission to mod it. The ‘mod’ is actually ‘just’ skinning (and might have used 3d models converted from another platform - dunno) and the underlying physics are S397 (or ISI).
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if you were going to mod it i would choose the k series cat as this gives a better baseline to start with or the one i mentioned before with the various power versions , both handle better than this .
This car seems to have no front suspension and is very underdamped , i see what you mean with the backend on the vid
Raise the ride height to max both ends , it makes the car far better
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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deecee52, post: 31670, member: 19 Wrote:if you were going to mod it i would choose the k series cat as this gives a better baseline to start with or the one i mentioned before with the various power versions , both handle better than this .
This car seems to have no front suspension and is very underdamped , i see what you mean with the backend on the vid
Raise the ride height to max both ends , it makes the car far better Yeah - to get the Academy car to handle at all around Croft, I maxed the rear (but left the front low) to try and get weight off the back, pumped up the rear tyres and reduced toe-in at the rear. Still nothing like my old 7!
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Daft as it sounds i got more front grip set hi at front
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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deecee52, post: 31670, member: 19 Wrote:or the one i mentioned before with the various power versions , both handle better than this . Is that the one that has CSR 200, CSR 260 and CSR 320?
The wheels are broken on that one, they only show up to 20 metres from you, then LOD out.
Easy fix but.
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Quote:I like the mod but i think if we had more control over diff settings it would give a bit more agility .
PM'd you a version of the AMC Javelin with unlocked diff to test offline...
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DJCruicky, post: 31673, member: 10 Wrote:Is that the one that has CSR 200, CSR 260 and CSR 320?
The wheels are broken on that one, they only show up to 20 metres from you, then LOD out.
![[Image: attachment.php?thumbnail=928]](https://forum.simracers4life.com/attachment.php?thumbnail=928)
![[Image: attachment.php?thumbnail=929]](https://forum.simracers4life.com/attachment.php?thumbnail=929)
Easy fix but. DJ where did you get the mod i cant find it , rf2 deleted my copy when it updated
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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I've been holding myself back from gushing too much about the caterham academy car because I really really like it. However I'm a bit torn because the Trans Am mod is also excellent but I ultimately want us go racing in the academy car. I havent experienced the problems others have. Understeer was mostly cured by reducing rear toe-in to 0.15
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deecee52, post: 31672, member: 19 Wrote:Daft as it sounds i got more front grip set hi at front I've just tried that around Nu Joisey (which is perhaps a little tight for the TAs but good for the 7s...)
It does seem to work for me so far!
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deecee52, post: 31675, member: 19 Wrote:DJ where did you get the mod i cant find it , rf2 deleted my copy when it updated Think it might have been ISR (not sure), but I've looked and can no longer see it.
I no longer have the .rfcmp file.
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DJCruicky, post: 31678, member: 10 Wrote:Think it might have been ISR (not sure), but I've looked and can no longer see it.
I no longer have the .rfcmp file. They might well have received a cease-and-desist order from Caterham. They were/are notoriously high-horse - which is one reason why I'm surprised that what must surely be a licensed release (the Academy car) is so, erm, not great.
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Wednesday 31st will be at Riverside (Nascar layout) in the TransAms again.
http://Workshop Link
After that, I think we might give the Caterham Academy a go despite its flaws...
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For what it's worth I prefer the more nuanced handling of the academy to the csr mod with street tyres.
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Mr Fox (Myles7), post: 31667, member: 579 Wrote:Giorgio made a suggestion for a track (New Jersey Lightning?) that I’ll try. Riverside (I think it’s riverside - another desert track) might suit (Bridgehampton was ace!) and there may be some others (NOLA has been mentioned). Telling the truth Myles I tried New Jersey Motosports Park with the Caterham and found it cool, maybe for the TansAm is a bit narrow and short. However It was great fun last night with the Muscle Cars at Watkins Glens, I really hope we choose them for the season.
Me too had a significant increase of ffb with Dave's setup. Very strange but who cares, it was a very good one.
Giorgio Minga
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The reason for the increase in FFB is because i set caster at max
Understeer - is when you hit the wall with the front of the car
Oversteer - is when you hit the wall with the back of the car
Horsepower - is how fast you hit the wall
Torque - is how far you move the wall when you hit it
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giorgetto giaguaro, post: 31683, member: 24 Wrote:Telling the truth Myles I tried New Jersey Motosports Park with the Caterham and found it cool, maybe for the TansAm is a bit narrow and short. However It was great fun last night with the Muscle Cars at Watkins Glens, I really hope we choose them for the season.
Me too had a significant increase of ffb with Dave's setup. Very strange but who cares, it was a very good one. Yep - I think New Jersey shows great promise for smaller/slower cars and I’d like to run the/a Caterham there when we get around to it.
I had a blast testing Riverside in the TransAms last night though - even with the unmodified versions  of the cars, they handle well for me. I think we should have a good evening there next week…
…but I’ve reduced the cut-track maximum score from 6 to just 2 points as a trial. In a short sprint, from my experiences so far, even scoring a full single point is quite hard on default cut-track settings.
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Mr Fox (Myles7), post: 31685, member: 579 Wrote:I had a blast testing Riverside in the TransAms Yepp, very nice unknown (for me) track.
Great combo with the TransAms!
Giorgio Minga
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deecee52, post: 31684, member: 19 Wrote:The reason for the increase in FFB is because i set caster at max Hmm, so maybe it's not a simple ffb increase but only the tendence of the wheel to be more on a straight position. Anyway that set up is very good for Riverside too.
Giorgio Minga
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