That's good, then. Although they both have the same issues; I suppose the cars are interchangeable.
I understand the annoyance with the CSP thing, but I just made a distinction not to support vanilla myself anymore. But I don't make "league cars" either. It'll be a more difficult choice for you guys, having to cater to a specific audience. If they truly want accuracy, CSP would be the way to go. It'd introduce some tire heat management into the game too, making this a bit more interesting, not just more realistic.
Tell him to at least use load and camber curves for the tires. Those are vanilla compliant, not CSP features. It will be as important as using good heat. Trying to make something work with KS stuff is not helpful. These cars are quite light so they will suffer badly from bad load curves especially.
Ideal would be to get accustomed with cphys and take the leap. Otherwise the car might be developed in an inaccurate direction just by necessity.
Which load curve/parameter for a tyre? Camber curves you mean different DCAMBER or replace it with a LUT?
Cphys as in CustomShadersPatch? Documentation of the physics features (probably just Trello still?) and their availability without forcing introduction of an entire juggernaut of a code to the game? (it causes problems, so it would be great to be able to enhance the physics without forced use of graphics features and CPU load/threads for that) Or where can I go and add the features I need/want? Verify (in code) that the physics features enabled by CSP extensions are working as intended? Ability to fix bugs and performance issues is a big one too.
I do checkCSP/physics_extensions from time to time but often the progress is done on graphics.
For SM tyres I have an adjusted tyre heat that I use a while now. What does CSP add heat wise?
What CSP physics extensions would you recommend to be used?
I know for DWB there is the EX 2 or what's it called but no one I talked to could actually explain how the different code path works, what the changes are specifically or how one can verify that it's better than the vanilla and how. Sure it "feels" better but that's about it. I want the details
Only the front on Cats is DWB so the torque application from fake engine doesn't matter, which as far as I'm aware is what this different code path was supposed to improve, application of engine torque. (aka anti features) *cough KS R35 pulling it's wheels under the belly*
Is there a CSP/Cphys code say on github I can peruse and modify to add a DeDion, the setup menu options for it, etc.? I think CM is on github though I still did not go and debug it but may really need to as the bugginess of it is getting quite out of hand with latest versions.
I'm usually on caterhamracer.com discord, so if anyone has suggestions, questions, data, comments, feel free to bug me there
Rarely on RD but if you message me I should get it.