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Post-F1 Wednesdays….
#1
OK - had a bit of a think today about the next Wednesday car…

I did try the Radical, [USER=10]@DJCruicky[/USER], but politeness and respect prevent me from commenting further:eek:

Also tried ChiefWiggum’s 60s mod but I prefer the 70s (could move off the Earlies and stay on the mids/6s….)

I think we might put a few more development miles on our take on the BMW M1 in preparation for a league later this year (finally!) - couple of weeks of that and then….? I immediately warmed to our M1 - you can drive it however it suits you - dance it, slide it, keep it tidy… You choose!

I did also try an M3 / Sierra Cosworth pair of mods that popped up in the workshop but I didn’t take to them immediately - anyone found something else engaging
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#2
This Wednesday - Bring Your Own Car day....!

For one week only, we'll run ChiefWiggums F1-70s Style mod using the custom car option.

Click Customise to get into the showroom and then select which options you like. The mods all apparently have their own physics - there will be an optimum config out there somewhere - but just have fun building a whacky racer!

Track is F1 1986 v3.1 pack - Imola. If you can't download direct from the server, please download the (huge) full mod pack here: http://Workshop link

   
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#3
Ok, for this week (Wed 19th April) we will go to the S397 Formula E test track ('electric docks' v2.38) and do some more pre-league testing of the SR4L League Edition of the BMW M1.

The vehicle (if auto download doesnt work) can be found http://here

The track can be found http://here

Important notes on the car:
i) There are several tyre compounds - feel free to mix and match front and rear and report back what yiu think gives the best balance and grip
ii) The car has 10 secs of push-to-pass available - you will need to map a button to this.
iii) The default setup *used* to be great in earlier versions but i've got a sneaky feeling the gearing has been broken - I'll check it out over the weekend and report back.
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#4
I cant figure out the gearing I cant get it to rev in upper gears
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#5
I’ll have to take a look tomorrow - this version has been tested a bit by [USER=19]@deecee52[/USER] and myself - can’t recall what needs to be done but it should work fine ultimately.
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#6
thanks most likely my stupidity
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#7
bullwinkle, post: 32533, member: 333 Wrote:thanks most likely my stupidity
Not necessarily… Which car (livery and number) were you using? There was an issue ages ago with clutch slip on certain liveries but I thought that was fixed ages ago. I think I normally choose the 105 car for testing…
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#8
[USER=333]@bullwinkle[/USER] - Tim - the default setup works fine (see notes below) - I suspect you had the pit limiter on???

Setup notes:

The default setup is fine and a good starting point. I would strongly suggest increasing the max brake force (under the wheel icon) as the brakes are period 70s and not a lot happens! I'm comfortably running 99% (obviously need to correct the config and allow 100%!) and am not suffering massive lockups or anything.

There are three versions of tyre to choose from - V4 has the most grip and seems ok for balance. Not sure where V2 went! V3 is a little too far from V4 to work with a mixed set - V4 fronts and V3 rears is leery. V3 fronts and V4 rears is understeery.

The car is pretty robust - don't be too put off by dark blue damage (flashing dark blue is a different picture!).

*Do* remember to map a push-to-pass button. This track doesn't particularly suit it, but you will need it at some point. As far as I can remember, you can stop burning P2P time with a second button press - otherwise you may/will burn 5 secs of the 10sec total allocation in one go.

The car is set up to 'dance' - a jab of the brake mid-corner can bring the nose in tighter and if followed up with a bootful, you can get a nice drift going.

If the SR4L screen banner bothers you (restricts your view), you can change this in the pre-loading Customisation screen (I think the external banner remains visible but from inside the car it is miraculously invisible).

There are options to tune the FFB in the pre-loading Customisation screen - but I would probably just leave it on default and use the normal in-sim multipliers.

Have fun and report back!
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#9
Seems to drive fine. I not tried any of the other tyres yet. You can rev the heck out of the engine.
I did not have Tim's gear problem.
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#10
Bloody hell, Cruicky! I know I’ve yet to learn the track (didn’t race it with you last year) but that’s a chunk of time to find already!
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#11
well hell am I stupid or what. It works fine now and I did have limiter on and never thought to look at that.
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#12
As the pit lane limit is set to 94mph (probably time to remove that again) it takes a while to notice (most of the way to the first chicane!) - if it wasn’t for CrewChief warning me, I’d probably have hit it on every outlap yesterday.
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#13
Myles (Mr Fox), post: 32535, member: 579 Wrote:*Do* remember to map a push-to-pass button. This track doesn't particularly suit it, but you will need it at some point. As far as I can remember, you can stop burning P2P time with a second button press - otherwise you may/will burn 5 secs of the 10sec total allocation in one go.
Tried the Push 2 Pass button today. It lets me start and stop it fine. But, even when I had not used up all 10 seconds it only allows me to press it 2 times.
Example, I use it for 2 seconds, then later in the lap I use 3 seconds worth. It will now not let me use the remaining 5 seconds.

I used the tyre number 4, I can take the 2 fast left hand corners in sector 3 almost flat with it.
Will the final version of the car just have the one tyre to choose? Do they last the same as each other. Do they work like Soft, Medium and Hard tyres etc.? I'm more in favour of keeping its simple with just one tyre set to choose.
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#14
DJCruicky, post: 32552, member: 10 Wrote:Tried the Push 2 Pass button today. It lets me start and stop it fine. But, even when I had not used up all 10 seconds it only allows me to press it 2 times.
Example, I use it for 2 seconds, then later in the lap I use 3 seconds worth. It will now not let me use the remaining 5 seconds.

I used the tyre number 4, I can take the 2 fast left hand corners in sector 3 almost flat with it.
Will the final version of the car just have the one tyre to choose? Do they last the same as each other. Do they work like Soft, Medium and Hard tyres etc.? I'm more in favour of keeping its simple with just one tyre set to choose.
The plan would be to have a simple tyre choice - I haven’t looked into longevity - but if it’s something that can be easily changed by me, at most I would offer two dry tyres - one grippy but shorter lived, one harder but longer lived. Plus a rain tyre (but that will probably be unchanged).

The P2P - I think it is set for 10 secs per race - max 5 per lap… I’ll look into it as quite a lot has changed in rf2 since I added it (all manor of extra options for the E cars and I think they added something that allows the allowance to reset each lap.
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#15
Observations from tonight:

- car is surprisingly driveable with no front bumper/splitter! It understeers more, but not as much as you might expect.
- V4 tyres started to get a little ‘skippy’ when worn and hot. Nothing like as horrific as the original M1 tyres that axle-tramped at every opportunity and could almost flip the car!

Other than that, personally, I enjoyed it. You do need to set the car up for corners but within reason, even if you overcook it in oversteer, you’ve got a good chance of catching it.
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#16
…I’m away until Sunday but Cruicky has kindly agreed to have a look for next weeks track and I should be able to upload it before I get back.
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#17
Car felt good and can give some good racing , agree v4 tyres got hot but this track was all high speed corners which punished them , on more open flowing tracks they may behave better , i will do some runs at Lemans and see if they cool at speed
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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#18
Next weeks track is Monza from the 1986/88 track pack we used for Imola in the F1 70s style league. There are two versions of the track for that year - I’ve flipped a coin and tried to guess which one Cruicky meant - so be prepared for (extra/fewer?) chicanes… Cruicky will confirm shortly anyway.

Also worth noting that the Monza track doesn’t come with any rubber down so there are ten or so AI rubber ing it in right now, Please let them do their job otherwise it will be very slippy!

When I’m back next week, I intend to make the V4 tyre the default (V1 is a bit of a non-starter) and look into the P2P rules. Also start research into sprint vs endurance tyres, think about whether the effect of damage is too lenient/harsh etc. - and all the things that come into play when we move from sprints to full races…
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#19
Myles (Mr Fox), post: 32558, member: 579 Wrote:Next weeks track is Monza from the 1986/88 track pack we used for Imola in the F1 70s style league. There are two versions of the track for that year - I’ve flipped a coin and tried to guess which one Cruicky meant - so be prepared for (extra/fewer?) chicanes… Cruicky will confirm shortly anyway.
The 1986 or the 1988 version. Both are fine. I not tested them in detail to know if there is a difference.
The practice was at 6pm when I joined and was a bit dark.
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#20
DJCruicky, post: 32559, member: 10 Wrote:The 1986 or the 1988 version. Both are fine. I not tested them in detail to know if there is a difference.
The practice was at 6pm when I joined and was a bit dark.
Thanks - the server has been set to ‘random daytime’ for months - it’s unlikely it’ll happen again.

One downside to my (awesomeWink) rig is that I now run full shadows - some races have been a nightmare for spotting braking points etc.:p
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