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.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.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 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...
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...
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...