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VSM IndyCar 2020 Physics/Sounds Overhaul 12.0 - Definitive (?) Edition

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Hey, hey, hey! Seems finally i got the physics going well for the time being, but i still didn't figure out how to properly make the cars not bump-proof. Anyways, here goes:

- Changed tyre behavior, to something inbetween OSR's own mod and CART Extreme;
- Updated downforce and drag levels closer to CART's Reynard (used it as a reference point considering its shape);
- Considerably revised aero packages, especially in Short Oval configuration;
- Adjusted setups accordingly.

Again, the only thing i think that's left to do is the bump drafting mechanics of the car - which, quite frankly, shouldn't even exist lmao - and possibly get a 3D overhaul, which, again, i do not even know where to start.

As always, feedback is always welcome - especially if it's constructive!
Hey! Not too long ago i have been messing around with it, but apparently i finally hit the expected results all around. So, it goes as follows:

- Updated tyre model (yet again, borrowed some stats from EEC's GT3 mod for reference), now stuff such as width and length are properly placed;
- Adjusted engine parameters, now the engine actually heats up and cools down properly;
- Reduced oval kits downforce for a slightly more "arm-heavy" style rather than being a relatively easy mod to drive in clean air;
- Optimized setups for Short Oval and Speedway trims.

Stuff like the collision model which makes bump drafting possible are bound to be replaced, but i'm not quite fond to changing 3Ds, so there's some homework for later. As always, feedback is always welcome!
- Adjusted tyre parameters, now they do are slightly more heat-sensible;
- Adjusted grip levels for Road Course tyres
Well, seems like there was still room of improvement, so let's take a walk:

- Updated suspension parameters on all kits, which goes from spring rates to brake pressure;
- Adjusted tyre model (yet again) in order to have a more cautious approach to reacceleration;
- Updated standard setups accordingly;
- Further description updates for the upgrade tab.
So, here we are back again. I wasn't too happy with how things worked out and i wasn't having quite the time to manage the mod as i wanted, but finally here we are. Got some breakthroughs while league racing, and decided to change quite a few things on the mod. So let's get into it:

- Revised tyre model and values for all kits, so they don't feel as glued as before (this is quite apparent on ovals);
- Adjusted chassis configurations, now the car is less draggier and have more of a sense of weight on its behavior;
- Optimized setups for all kits, including...
- ... the introduction of an specialized Superspeedway kit, which have longer gears than standard Speedway trim while retaining its boost values - good to keep a compromise between the full Indy 500 package and the Speedway trim which have too short gearing for such tracks;
- Adjusted upgrades descriptions so they don't seem too blank.

I also might have put some easter eggs on the donwloadable file, but i will leave them up to you to find :D

Still, all feedback is welcome and encouraged. Have a great one, chaps!
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- Adjusted setups for Short Oval, Speedway and Indy 500 configurations;
- Optimized tyre heating and overall car behavior in said trims;
- Adjusted engine heating;
- Adjusted drag (overall) and downforce (Speedway and Indy 500) values, hopefully keeping the car closer to real life pace in most tracks
Hey! It's been quite a while, but it occurred to me that when setting up the car, the meta is in such a way that it came with an issue: the rear tyres heat up too fast and really high for the road course compounds, so i took some time to adjust it and some minor quality of life changes:

- Adjusted Road Courses' rear tyre heating on both compounds - now they would be much more easy to manage during a race and the car might not be all over the place after one and a half laps;
- Introduced some gear ratios and final gearing for a broader experience during setting up the car;
- Optimized baseline setup according to it;
- Adjusted the pit stop timers for fuel, wheel changes and front wing adjustment
- Another crack at fixing the "UNKNOWN_TOKEN_COCKPIT" - this time i guess i found out the issue and corrected it as such;
- Major rework at tyre model, borrowing some data from OSR's IR18 tyres and adjusting where needed;
- Adjusted tyre heating, grip values and such for all compounds, so now they are slightly closer to real life performance

It might not be 100% accurate right now as i can't give myself too much time to test it properly, but it's really closer to what i think is satisfactory enough. That said, i feel like either mod is either too arcady (VSM) or too front-end heavy (OSR) to my taste, but i quite can't get the "controlled slide" feelign of it just yet. May be down to me having to test it on a keyboard setup rather than a controller or (God please let me at some point) a full blown wheel and pedals, so please be patient :)
- HOPEFULLY corrected "UNKNOWN_TOKEN_COCKPIT" issue where the upgrades doesn't load correctly.
- Updated tyre values, now they heat up better and have a more consistent drop-off;
- Updated setups for Speedway and Indy 500 kits
- Fixed a glitch where the car presents the "Unknown_Token_Cockpit" message during loading, leading to the game's generic model being loaded
- Major rework on tyre grip and heating mecanics;
- Adjusted downforce levels for all kits;
- Optimized setups for said adjustments

The only thing i ain't happy with it now is that the cars being slightly faster on Short Ovals, something by .2s on JNS Iowa (main reference point for SO's being the only track of this type the IR18-20 raced), while it's slightly inconsistent in Road Courses- namely slower in SRW Mid-Ohio and faster in Road America- maybe in a different version of those tracks the lap times might be more accurate
- Corrected the crashing the latest modification brought with it;
- Updated tyre model (yet again);
- Adjusted undertray parameters, now the car won't bottom out as frequently
- Corrected some upgrades which were mistakenly put in place;
- Tweaked tyre wear on all compounds;
- Adjusted downforce and drag parameters all around, especially on Short Oval configuration;
- Updated setups accordingly
- Rebalanced rear wing values so the car doesn't bottom out too much;
- Reworked drag values for the body at Road Course and Short Oval trim;
- Rebalanced tyre heating for the rear tyres at Road Course
- Fixed an error while loading the track in which the message "UNKNOWN_TOKEN_COCKPIT" appeared (sorry guys that this mistake has been off the radar to me until now! xD)
- Updated .mas, .gen and upgrade files to have the driver arms removed and a new steering wheel added, courtesy of .Race9 Modding (can't thank them enough for this, check out their work because those are top notch!)
- Updated Speedway and Indy 500 setups, so the car bottoms out less;
- Updated tyre wear values for all options now the oval tyres might last considerably longer;
- Tweaked turbo boost for slightly better low-end performance
- Fixed a issue with the Speedway kit where it would crash upon entering the track;
- Updated setups for Speedway and Indy 500 kits;
- Rebalanced downforce parameters for Speedway and Indy 500 kits, now the car is less draggier and is more front-end happy
- Reworked tyre, drag and downforce parameters;
- Remodeled tyre slip values, lowered grip overall and rebalanced tyre heating;
- Buffed front downforce for road courses;
- Lowered base diffuser efficiency, raised 1st and 2nd order values;
- Rebalanced Speedway and Indy 500 downforce levels;
- Updated setups accordingly
- Updated front wing values for Speedway and Indy 500;
- Adjusted baseline setup for all but Road Course kits, so now the car does not veer right with no steering input

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

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