Mazda MX-3

Cars Mazda MX-3 0.6

Login or Register an account to download this content
Not sure if this mod is still being worked on currently. Judging by number of posts in the discussion, there are interested people around. I finally downloaded the 0.3 version and here are some thoughts.

I have only tested it on Laguna Seca today for a few short session to get a taste of the handling but I was impressed. The car feels stable and the force feedback at the wheel feels very .. good, responsive. The car has good grip even with the ST tires. Feels firm (or say stiff) . The downloaded file lacks an ai.ini thus one needs to be copied in. But I was only able to get the ai to get out of the pit but not able to make it through a lap.

Curious about the suspension geometry/setup. I thought the rear suspension is supposed to be strut. Is it strut or DWB or ML?

The enclosed setup.ini binds the suspension. (front camber and rear toe setting max value was too small.) Found more than a degree of toe in rear and a positive camber in front before adjusted the max camber and toe. After the change, the car has positive camber on both front and rear but the car still grips, to my surprise. The ARB: 17500/12000 seems pretty high. For a tuned car, I think that is fine, though personally, I prefer something lower. I also think the CG height or basey is too low. The ML type suspension is a pain, because the setup screen won't show the correct toe value.. (I would swap in a strut.)

At this point, I wish the 3D model can be completed somehow. As for the suspension, I am contemplating whether to fix it or .. just delete the mod entirely. But I would like to figure out how to tune a car to drive like this one.
 
Last edited:
Not sure if this mod is still being worked on currently. Judging by number of posts in the discussion, there are interested people around. I finally downloaded the 0.3 version and here are some thoughts.

I have only tested it on Laguna Seca today for a few short session to get a taste of the handling but I was impressed. The car feels stable and the force feedback at the wheel feels very .. good, responsive. The car has good grip even with the ST tires. Feels firm (or say stiff) . The downloaded file lacks an ai.ini thus one needs to be copied in. But I was only able to get the ai to get out of the pit but not able to make it through a lap.

Curious about the suspension geometry/setup. I thought the rear suspension is supposed to be strut. Is it strut or DWB or ML?

The enclosed setup.ini binds the suspension. (front camber and rear toe setting max value was too small.) Found more than a degree of toe in rear and a positive camber in front before adjusted the max camber and toe. After the change, the car has positive camber on both front and rear but the car still grips, to my surprise. The ARB: 17500/12000 seems pretty high. For a tuned car, I think that is fine, though personally, I prefer something lower. I also think the CG height or basey is too low. The ML type suspension is a pain, because the setup screen won't show the correct toe value.. (I would swap in a strut.)

At this point, I wish the 3D model can be completed somehow. As for the suspension, I am contemplating whether to fix it or .. just delete the mod entirely. But I would like to figure out how to tune a car to drive like this one.
Thanks for the feedback. This is very much on the backburner now. I'd love to polish it up but I just don't consistently have time to devote to it and I am bad at 3D modeling. I'm not sure the model will get any better unless I can get my hands on a good 3D scanner. I never got around to looking into what the ARB numbers should be so I wouldn't be shocked if they're way off anything appropriate. Someday I'm hoping to get some scales to measure the CG height of my MX-3 and correct it; I don't remember where the value in there came from, but again I wouldn't be surprised if it's way off.

The ML suspension is really a compromise; in reality it has a trailing arm design that AC just doesn't have the ability to properly model. Strut may be more appropriate but then you lose the trailing arm entirely. I don't know much about suspension design or how AC handles it so I'm not sure how much of a difference that would really make. I made a YouTube video describing my thought process in the design here.
 
Not sure if this mod is still being worked on currently. Judging by number of posts in the discussion, there are interested people around. I finally downloaded the 0.3 version and here are some thoughts.

I have only tested it on Laguna Seca today for a few short session to get a taste of the handling but I was impressed. The car feels stable and the force feedback at the wheel feels very .. good, responsive. The car has good grip even with the ST tires. Feels firm (or say stiff) . The downloaded file lacks an ai.ini thus one needs to be copied in. But I was only able to get the ai to get out of the pit but not able to make it through a lap.

Curious about the suspension geometry/setup. I thought the rear suspension is supposed to be strut. Is it strut or DWB or ML?

The enclosed setup.ini binds the suspension. (front camber and rear toe setting max value was too small.) Found more than a degree of toe in rear and a positive camber in front before adjusted the max camber and toe. After the change, the car has positive camber on both front and rear but the car still grips, to my surprise. The ARB: 17500/12000 seems pretty high. For a tuned car, I think that is fine, though personally, I prefer something lower. I also think the CG height or basey is too low. The ML type suspension is a pain, because the setup screen won't show the correct toe value.. (I would swap in a strut.)

At this point, I wish the 3D model can be completed somehow. As for the suspension, I am contemplating whether to fix it or .. just delete the mod entirely. But I would like to figure out how to tune a car to drive like this one.
I've been tinkering with the suspension a bit lately, but I'm still not sure what you're talking about with respect the setup.ini "binding" it. The toe and camber both seem to have appropriate adjustment ranges in the setup screen (if a bit exaggerated), and using the suspension app while driving the car also shows the alignment in a reasonable range given the starting values. That said, it's been a long time since I released an update so it's entirely possible I fixed something between then and now and forgot about it.

A few weeks ago I took my MX-3 to Road America for the 24 Hours of Lemons race there with a datalogger. I used the telemetry to update the power and drag numbers, and the subjective feel of the car (along with data from the shop manual) to tweak the brakes and suspension. I may have moved the brake balance a bit too far rearward, but the rear does feel quite unsettled in the real car under hard braking as well - though that may entirely be because I swapped in disc brakes from an Escort GT and removed a bunch of weight from the car, mostly at and behind the center of gravity. Adjustable brake bias is near the top of the list of upcoming upgrades (though fixing the occasional oil starvation we were having beats it).

I'll release another update tomorrow. If you want the most up-to-date files, you can also get them from GitHub.
 
stankinator updated Mazda MX-3 with a new update entry:

Physics adjustments based on real-world telemetry

Last month, I took my MX-3 to a 24 Hours of Lemons race at Road America. Since the last time I raced the car, I've added a datalogger that was able to record telemetry throughout the race. Fortunately, lilski made an excellent model of Road America for Assetto Corsa, which I used to set the torque curve and drag coefficient for this car to match the real world data as closely as possible. As it was an endurance race, I have little data above 5500 RPM, however the data I do have matches quite...

Read the rest of this update entry...
 
stankinator updated Mazda MX-3 with a new update entry:

Rear Suspension Redesign

Immediately after uploading 0.4, I had an epiphany regarding the rear suspension: I can approximate the trailing arm design with a STRUT geometry, using the trailing arm and forward lateral arm as the "wishbone" and the rear lateral arm as the "tie rod." The trailing arm and lateral arms do not meet the upright at the same point, so this is an approximation, but I doubt it changes much and it feels about the same as it did with the ML suspension. STRUT just works better than ML, so I decided...

Read the rest of this update entry...
 
I just read that you are struggling to find a way to simulate a trailink arm.
Best way is to use DWB.
McPherson is really different from trailing link in which the strut is fixed to the wheel with a ball joint while on trailing is simply fixed.
You can collaps the chassis points of the upper and lower arms of the DWB to get your trailink link.
 
I did a bunch of messing around with Blender and ksEditor this week to model the display I make for my real MX-3.

As far as I can tell, Assetto Corsa has no support for sweeping rotary digital displays like this or color-changing shift lights, so it took a bit of hackery to make it work. The sweeping bar uses three [RPM_SERIE] elements (one green, one yellow, and one red) and renders in 45 degree increments. The leading edge is covered by an analog “needle”, which is a 90 degree black wedge that blends into the display background to reveal the correct portion of the sweeping dial. The yellow and red elements are offset in the display’s Z axis by 0.1mm to cover the green elements.

The shift lights involve similar hackery; the mesh for the LED is rendered when it is off, and if the mesh is transparent the lights lose all their brightness, so stacking multiple transparent lights isn’t an option. Instead, the meshes for the red and blinking cyan lights are also treated as [RPM_SERIE] elements, and don’t render until the appropriate engine speed. This makes it work exactly as it does in the real car.

I also corrected the position of the seat, steering wheel, and mirror based on a 3D scan I was able to take. I did not update the driver position, which is why it no longer lines up in the video.


Real car

Assetto Corsa
 
stankinator updated Mazda MX-3 with a new update entry:

Visual refinements

I got a 3D scanner!
View attachment 792932
And I'm really impressed with its precision. If you look at the above image closely, you can see the outlines of the race numbers on the door, as well as a few other decals.

While I thought my exterior model was decent before getting the scan, it's far better now. Seeing the new and old models side by side makes the comparison pretty clear.

View attachment 792933View attachment 792934

Oh, and the lights...

Read the rest of this update entry...
 
Back
Top