I've only just got back onto this in the last week, so I'm hoping to ramp things back up now, other work kept extending at the last minute
No problems, real life sometimes get's in the way! lol
Whenever it's done, it's done
I've only just got back onto this in the last week, so I'm hoping to ramp things back up now, other work kept extending at the last minute
I've only just got back onto this in the last week, so I'm hoping to ramp things back up now, other work kept extending at the last minute
That's very much okay.
But just a tiny little advice(more like a wish lol): Finish whatever car's closest to completion and then move to another car instead of juggling 3-4 models throughout the project. This is your project, you do you. I'm just chiming in.
I've only just got back onto this in the last week, so I'm hoping to ramp things back up now, other work kept extending at the last minute
Well, not really. Only the Mazda GTP was originally a modeling project; the rest were/are being made for AC specifically.I don't know if you've seen the project from the beginning but these cars were never meant to be mods. They were part of a modelling project and were never meant to be used in a game.
So that's partly the reason why you've got the juggling process going on.
Whatever way he wants to work it is fine by me. It is a solo effort not a group thing so these sorts of projects do take time when you are having to do everything yourself
This is my favorite era (late 80’s/early 90’s GrC and IMSA GTP). There can NEVER be enough of these cars simulated as far as I’m concerned! Would love to see a full field of GTP machinery. I imagine it must be really difficult to dig up info on their actual handling characteristics. Most books gloss over the actual driving experience.
I imagine it must be really difficult to dig up info on their actual handling characteristics. Most books gloss over the actual driving experience.
Handling characteristics don't really help with developing the car anyway, but currently, the cars are driven well under the limit by typically non-professional drivers.There's still a lot of these guys competing in various historic events around the world. I'm sure getting in touch with some of the current owners/drivers would be possible.
Handling characteristics don't really help with developing the car anyway, but currently, the cars are driven well under the limit by typically non-professional drivers.
Generally, no. For one, they're on different tires now. Additionally, driver opinions are typically not very specific nor conclusive as to the root of the behavior (more rear wing causing more understeer? No...).You don't think it would be useful to know things like "It understeered a lot in low-speed corners?" or "It had really bad snap oversteer when you lifted?"
Seems like it would useful to validate the physics model.
Generally, no. For one, they're on different tires now. Additionally, driver opinions are typically not very specific nor conclusive as to the root of the behavior (more rear wing causing more understeer? No...).
As for the points you mentioned (just to illustrate my point a bit), understeer in low-speed corners is a setup thing that they could easily fix on the real car. Change the TLLTD (via ARBs, springs, or both) and it's improved. Lift-off oversteer could similarly just be a damper adjustment to fix/mitigate. Diff and toe adjustments would also help. These cars ran too stiff for that kind of thing to be aero related (caused by pitch sensitivity).
Aero data is available for a range of Group-C cars and can be otherwise estimated with as good of accuracy as anyone in the sim world will ever care about (people don't seem to mind - or notice, for that matter - the Kunos LMP1s having very inaccurate aero, engine power, and tires). Engine, tires, and suspension can be fairly reasonably estimated as well... The things that define the character of two cars built on a similar platform (for example, the same set of regulations) are usually engine, setup, and aero related. The suspension geometry only really comes into play if it's quite bad (which by the time of Group-C, and especially the cars we're working on, wasn't likely to be the case). So, with decent estimates for the aero and engine (based on some data), that just leaves setup, which is adjustable. Back at square one.
The general character of Group-Cs is understeer everywhere because of poor aero bias (which cannot be alleviated via the setup - except for the cars with two-tier wings, which typically had a better balance) or slow speed oversteer to high speed understeer.