Could you put a bit more downforce in the rear, like a few more degrees to put on the rear spoiler? Also, i believe the engine sound has not the cross plane sound option turned on
I'm not planning on making any physics changes until there's been some real miles put down in multi-player.
I will be doing a Lemans Garage 56 inspired spin off of this car probably within the week or so. That car will have much more power and downforce, but be focused solely on road racing.
I'm not at the computer to double check the cross plane option but I will note it.
Wow, great job! I've been testing it in KY1 and reverse, i'm very amazed, it's easy to take it in hand and very fun. There is 99% of chance i'll be using it for our league finale round on oval next year
But i have only one thing that i didn't liked : There is no speed shown on the dashboard, then when entering the pitlane, you have no idea how fast you are going and prone to get a easy d/t or s/g penalty D:
Otherwise it doesn't hide the quality work, congrats!
I broke realism and gave the car a pit limiter for that reason. In real life they take note of the RPM and gear and use that. I figured the casual racer wouldn't go to that measure.
Was messing about with skins and found a few issues
· On all configs the mappings of the bonnet flaps they are offset to the rest of the body (examples attached)
· The Toyota config has an overlap on the roof between the functioning flap and a non-functional one (seems to be a mirroring issue?). Hopefully the pics I took are noticeable enough
· A more preferencial issue, but can you make the mapping of the road config's center pillar/fin (red in the pic) more noticeable or bigger? Took me a bit to realize it was that dot on the bottom right hidden
I'll fix this for the next update. These flaps keep breaking themselves. Sometimes when i come out of the editor it breaks the map or the orientation on the angled one on the roof. Must be some bug.
Personally, I love this thing, great job! But I feel like the physics can be better. Apparently it's been thought of, so have you thought about that yet? Also suggestion to the mod, add a diffuser flap if possible
The current version has been altered since the physics were last discussed. If you have any specific complaints I'm open to hearing them.
The suspension geometry has been greatly improved as I learn more about vehicle engineering through this process.
The aero will always be a highly contested subject because it is impossible to find true figures online, I've tried to tune the balance while also maintaining a realistic speed for the power and weight of the vehicle using data from qualifying at Daytona. I try to match the 450 hp restricted speeds without a draft that the real car achieves. Until I get to see people actually pack racing the vehicle and using drafts, I don't think I should mess with the aero.
If you're involved in an online race with this car with multiple players please upload the replay here so I can analyze it. I noticed theres a few oval events lined up to use this car and I would love to see the replays from those events.
I have some skins made for this car but they need cleaning up as I have changed the models and mapping slighlty since I created them, I somehow lost the PSD files for them so it has been tedious.
Is August recent enough to be the new version? We ran it then, replays attached. They're not exactly standard races, but there is some drafting data in there amongst the chaos