Hello gents. Since there very few good quality open wheeler mods and no GP2* at all, i decided to make one.
Specs:
FormulaRR chassis (almost identical dimensions to real GP2 chassis)
620bhp at 10 000RPM
680kg with proper inertia
Fixed suspension geometry
Improved brakes
Wide setup parameter range
New aero simulation
Completely new tire model
- Three compounds
- Temperature simulation is highly improved
- Better drop-off curve on high temp/low temp and off pressure
- Better slip curve
- Improved tire carcass model
- Realistic camber torque and matching camber heat effect
- Improved pressure simulation
- Realistic wear
The goal is to make a car that can be used both on sprint to 60min race distances. It isn't easy to drive, the engine is not forgiving. Lockups will eat and heat your tires. Driver needs to manage them well but if he does, they are just lovely. Difference between compounds is around 0.8 per lap. Top speed is ~320km/h on Monza aero setup. Wings do produce significantly more drag than what you may have used to. Tire carcass "bounciness" is improved immensely and leaving suspension to handle chassis movement. Extreme setups might work on one lap distance but not on longer runs. Drivers effect on the whole package is more crucial, you can push and use tires more or you can keep them in optimal condition longer. Temperatures change quickly, the heat up fast and cool down fast. Brakes are strong and need to be at correct temperatures to work right.
The chassis is so close to the real thing that it's almost a miracle.. It might be re-modelled at later stage to fit GP2 visuals even better (nose is different and the sharkfin is missing)
Now i need data. The values are very close to the final but without broad feedback coming from all types of drivers and and wider talent range, they can not be finalized. Especially 12 to 25 lap stints, grip/aero/engine matching, extreme setups, extreme driving styles compared to more economical and optimized runs.. Fuel consumption is not set yet, there's no way of dialing that before the overall package is ready.
The only compromises are to be made for the sake of gameplay, to suit the needs of leagues and longer races rather than casual racing. Also 1km towards hardcore is better than 1mm towards arcade.
So anyone interested?Reply on this thread and i'll PM you the WIP link.(edit: the content is cleared, it is legal, as it always was... link is here: https://www.dropbox.com/s/z832jejhs28r76m/GP2_2013_WIP_0.5.zip ) You don't need anything but it's recommended that you install FormulaRR expansion, it's free..
* Yes, there is one GP2 mod but the car model is totally wrong. It's based on Formula Masters. So it's too short, too narrow, too low, weight is too low, inertia is breaking the rules of physics, tires are too small, aero is almost arcade.. In short, it is not a GP2 at all..
EDIT: Collision model is going to be checked and fixed if needed.
Specs:
FormulaRR chassis (almost identical dimensions to real GP2 chassis)
620bhp at 10 000RPM
680kg with proper inertia
Fixed suspension geometry
Improved brakes
Wide setup parameter range
New aero simulation
Completely new tire model
- Three compounds
- Temperature simulation is highly improved
- Better drop-off curve on high temp/low temp and off pressure
- Better slip curve
- Improved tire carcass model
- Realistic camber torque and matching camber heat effect
- Improved pressure simulation
- Realistic wear
The goal is to make a car that can be used both on sprint to 60min race distances. It isn't easy to drive, the engine is not forgiving. Lockups will eat and heat your tires. Driver needs to manage them well but if he does, they are just lovely. Difference between compounds is around 0.8 per lap. Top speed is ~320km/h on Monza aero setup. Wings do produce significantly more drag than what you may have used to. Tire carcass "bounciness" is improved immensely and leaving suspension to handle chassis movement. Extreme setups might work on one lap distance but not on longer runs. Drivers effect on the whole package is more crucial, you can push and use tires more or you can keep them in optimal condition longer. Temperatures change quickly, the heat up fast and cool down fast. Brakes are strong and need to be at correct temperatures to work right.
The chassis is so close to the real thing that it's almost a miracle.. It might be re-modelled at later stage to fit GP2 visuals even better (nose is different and the sharkfin is missing)
Now i need data. The values are very close to the final but without broad feedback coming from all types of drivers and and wider talent range, they can not be finalized. Especially 12 to 25 lap stints, grip/aero/engine matching, extreme setups, extreme driving styles compared to more economical and optimized runs.. Fuel consumption is not set yet, there's no way of dialing that before the overall package is ready.
The only compromises are to be made for the sake of gameplay, to suit the needs of leagues and longer races rather than casual racing. Also 1km towards hardcore is better than 1mm towards arcade.
So anyone interested?
* Yes, there is one GP2 mod but the car model is totally wrong. It's based on Formula Masters. So it's too short, too narrow, too low, weight is too low, inertia is breaking the rules of physics, tires are too small, aero is almost arcade.. In short, it is not a GP2 at all..
EDIT: Collision model is going to be checked and fixed if needed.
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