From: Kristóf Kály-K. <ka...@gm...> - 2013-08-01 01:14:46
|
Hello to everyone, the first MPA1 setups are committed, only for road tracks now, not for speedways. There are 3 new cars, mpa1-ffr, mpa1-team-lynx and mpa1-furia, setup with 3 different strategy regarding the third/ heave springs, please test them and tell me which one you like most. I aimed for a slight understeer, but only when throttle input is gentle enough :). I am also interested in lap times around Corkscrew and Peters, to decide whether the car needs more grip or not. Cheers, Kristof |
From: Xavier B. <ber...@ya...> - 2013-08-01 17:45:01
|
Hi Kristof, just tested yours mpa1 setup on espie and corkscrew. with ffr on corkscrew = 1.17.995 on espie = 1.20.096 with furia on corkscrew = 1.19.205 on espie = 1.17.551 with lynx on corkscrew = 1.16.609 on espie = 1.15.895 I don't know very well peter so my time was not very significative But my impression on theses cars are very good setup for MPA1, very sensible to a throttle (so oversteer) but with practice cars can be controlled and do a very good challenge for keeping the track (the slightest mistake is fatal) I work on swith for wings (oval/road) but setup should be do for human and each robots (could you make in commentary - in xml file - the setup oval, better for prepare robot) For murasama & hartbill, you take the same setup but with a motors less powerful right ? Cheers Xavier PS: For Release, I think that it's better do not include simuV2.0, 2.1 and 3.0 because ours carsets don't work now with theses simu, what do you think ? Le 01/08/2013 03:14, Kristóf Kály-Kullai a écrit : > Hello to everyone, > > the first MPA1 setups are committed, only for road tracks now, not for > speedways. There are 3 new cars, mpa1-ffr, mpa1-team-lynx and > mpa1-furia, setup with 3 different strategy regarding the third/ heave > springs, please test them and tell me which one you like most. I aimed > for a slight understeer, but only when throttle input is gentle enough > :). > > I am also interested in lap times around Corkscrew and Peters, to > decide whether the car needs more grip or not. > > Cheers, > Kristof > |
From: Kristóf Kály-K. <ka...@gm...> - 2013-08-01 18:28:16
|
Hello Xavier, thanks for the feedback. Did you feel any difference between the 3 cars? If yes, which one was the best? My plan is that the Murasama and the Furia will have the second engine, the Murasama being setup for speedways, the Furia keeping a road setup. The Hartbill will have the short oval setup. I am not finished with the oval specifications, the aero still needs a bit work to give a good balance range by changing wing angles. When finished, I will collect the changes to a minimal "conversion" xml file. And maybe I will change the less popular of the current 3 setups to have a bit more understeer for easier control. Cheers, Kristof |
From: Xavier B. <ber...@ya...> - 2013-08-01 21:51:08
|
Hi Kristof, the thirth have almost the same behavior, but the fury is a bit more oversteer in small reports and the lynx is the more understeer. Please, don't make more understeer for theses cars ... I think that this carset must keep a difficult for a player (in the reality theses cars are too difficult compared to other carset). I tried too on oval (newton and milky-five) these setup is more easy in theses category - no challenge for the player. I don't understand your answer for setup mpa1, each car will have one setup, either the road or the oval... so furia can not winning the race on the speedway ? It's not possible to do a setup for car and specific setup in human and robots by track with modification wings area ? I just commited my start work on mile speedway, just changed start banking (-2.5/-9.25) on the first turn (your turn is divised by two - necessary for pit wall exit), because otherwise strange angle change in the straight, but other things is now in these track. I changed my xml and now it's work two on simuV4 (apparently problem when finish pitwall and track border is not informed - same if it's in default track definition) but strange that it's work on simuV3 and not on other simu. For the moment these track is in non-official build. Look this and said me if for you it's good. Cheers Xavier Le 01/08/2013 20:28, Kristóf Kály-Kullai a écrit : > Hello Xavier, > > thanks for the feedback. > > Did you feel any difference between the 3 cars? If yes, which one was > the best? > > My plan is that the Murasama and the Furia will have the second > engine, the Murasama being setup for speedways, the Furia keeping a > road setup. > > The Hartbill will have the short oval setup. > > I am not finished with the oval specifications, the aero still needs a > bit work to give a good balance range by changing wing angles. When > finished, I will collect the changes to a minimal "conversion" xml file. > > And maybe I will change the less popular of the current 3 setups to > have a bit more understeer for easier control. > > Cheers, > Kristof |
From: Kristóf Kály-K. <ka...@gm...> - 2013-08-02 00:17:07
|
Hello Xavier and all, > the thirth have almost the same behavior, but the fury is a bit more > oversteer in small reports and the lynx is the more understeer. > Please, don't make more understeer for theses cars ... I think that this > carset must keep a difficult for a player (in the reality theses cars > are too difficult compared to other carset). I plan nothing dramatic, just a bit of change in wing angles and springs, it will still be difficult. And maybe a bit more grip, it seems to be a few seconds slower than 2002 champcars. > I tried too on oval (newton and milky-five) these setup is more easy in > theses category - no challenge for the player. On speedways they will have smaller wings, so less downforce, which should make them more challenging. Though I think they could drive easily flat out around Daytona or Pocono or other similar long oval, even with oval wings. > I don't understand your answer for setup mpa1, each car will have one > setup, either the road or the oval... so furia can not winning the race > on the speedway ? > It's not possible to do a setup for car and specific setup in human and > robots by track with modification wings area ? It is possible, but for testing now I would not like to bother with it. > I just commited my start work on mile speedway, just changed start > banking (-2.5/-9.25) on the first turn (your turn is divised by two - > necessary for pit wall exit), because otherwise strange angle change in > the straight, but other things is now in these track. Looks a good start, but I have several comments. There are several surfaces with the value "asphalt-road.png", this seems a typo. And it might be the cause why the track seems a bit too slippery. Rain likelyhoods should be 0, oval races are stopped when it rains. This is true for all other speedway tracks. Banking: you are right, banking changes seem to happen in turns. However, it looks like the outer edge of the track keeps the same height, this means that in SD we need to decrease the middle lines height with banking changes. If I did my math right, z should be -1.192 m where banking is -9.25, and 0 where banking is -2.5. This should help to decrease oversteer out of T2 and T4. Pits: is it possible to use the oval pit style without buildings? In 2002, pit wall and pit lane starts about 50 meters into the main straight, so I think "straight 17" should have no pit wall, especially as it is the pit entry segment. And the pit wall finished around the end of the first turn segment ("T-1"), later there was just a wide yellow line separating pit lane and T1. So from segment "T2" there should be no pit wall, if possible to do without crashing SD. > I changed my xml and now it's work two on simuV4 (apparently problem > when finish pitwall and track border is not informed - same if it's in > default track definition) but strange that it's work on simuV3 and not > on other simu. Now I understand, simuv3 does not care about pit walls at all, you can even drive through them. Cheers, Kristof |
From: Joe <min...@ea...> - 2013-08-02 22:20:36
|
Hi all, I've run a few laps with these cars. All seem nicely setup. They all ran out of fuel before finishing though. (practice at corkscrew) Tried with 2,3, & 4 laps. Can't finish the last lap. Also, mpa1-team-lynx has no preview in Player config (Garage). Cheers, Joe |
From: Xavier B. <ber...@ya...> - 2013-08-02 15:00:31
|
Hi Kristof, Le 02/08/2013 02:16, Kristóf Kály-Kullai a écrit : > Looks a good start, but I have several comments. > > There are several surfaces with the value "asphalt-road.png", this > seems a typo. And it might be the cause why the track seems a bit too > slippery. Oups ! you're right. I change this. > > Rain likelyhoods should be 0, oval races are stopped when it rains. > This is true for all other speedway tracks. Right too, I change this too. > > Banking: you are right, banking changes seem to happen in turns. > However, it looks like the outer edge of the track keeps the same > height, this means that in SD we need to decrease the middle lines > height with banking changes. If I did my math right, z should be > -1.192 m where banking is -9.25, and 0 where banking is -2.5. This > should help to decrease oversteer out of T2 and T4. are you sure that it's -1.192 ? with this value, middle terrain is more up de track and first turn deep, with 1.192 middle terrain is just plane, so for me it's better. > > Pits: is it possible to use the oval pit style without buildings? In > 2002, pit wall and pit lane starts about 50 meters into the main > straight, so I think "straight 17" should have no pit wall, especially > as it is the pit entry segment. > > And the pit wall finished around the end of the first turn segment > ("T-1"), later there was just a wide yellow line separating pit lane > and T1. So from segment "T2" there should be no pit wall, if possible > to do without crashing SD. For pit stand, yes it's possible, I will make this. For wall pit exit possible to make this but robot can cut these line, not possible with wall. I could also build a track with wall and replace it by a yellow line but with these solution if a player try to cut these line simu take a wall. Which version prefer you ? Cheers Xavier |
From: Xavier B. <ber...@ya...> - 2013-08-02 17:20:08
|
Hi Kristof, just uploaded new Mile's version with wall stand new values z start and z end for turn entry and outer. I fixed too problem with surface road. For pit wall exit I'm waiting your answer for that. I have modified too the stand pit texture with better skin. Cheers Xavier Le 02/08/2013 17:00, Xavier Bertaux a écrit : > Hi Kristof, > > Le 02/08/2013 02:16, Kristóf Kály-Kullai a écrit : >> Looks a good start, but I have several comments. >> >> There are several surfaces with the value "asphalt-road.png", this >> seems a typo. And it might be the cause why the track seems a bit too >> slippery. > Oups ! you're right. I change this. > >> Rain likelyhoods should be 0, oval races are stopped when it rains. >> This is true for all other speedway tracks. > Right too, I change this too. > >> Banking: you are right, banking changes seem to happen in turns. >> However, it looks like the outer edge of the track keeps the same >> height, this means that in SD we need to decrease the middle lines >> height with banking changes. If I did my math right, z should be >> -1.192 m where banking is -9.25, and 0 where banking is -2.5. This >> should help to decrease oversteer out of T2 and T4. > are you sure that it's -1.192 ? with this value, middle terrain is more > up de track and first turn deep, with 1.192 middle terrain is just > plane, so for me it's better. > >> Pits: is it possible to use the oval pit style without buildings? In >> 2002, pit wall and pit lane starts about 50 meters into the main >> straight, so I think "straight 17" should have no pit wall, especially >> as it is the pit entry segment. >> >> And the pit wall finished around the end of the first turn segment >> ("T-1"), later there was just a wide yellow line separating pit lane >> and T1. So from segment "T2" there should be no pit wall, if possible >> to do without crashing SD. > For pit stand, yes it's possible, I will make this. > For wall pit exit possible to make this but robot can cut these line, > not possible with wall. I could also build a track with wall and replace > it by a yellow line but with these solution if a player try to cut these > line simu take a wall. Which version prefer you ? > > Cheers > Xavier > > > > ------------------------------------------------------------------------------ > Get your SQL database under version control now! > Version control is standard for application code, but databases havent > caught up. So what steps can you take to put your SQL databases under > version control? Why should you start doing it? Read more to find out. > http://pubads.g.doubleclick.net/gampad/clk?id=49501711&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel |
From: Kristóf Kály-K. <ka...@gm...> - 2013-08-02 21:42:11
|
Hello Xavier, great, it now drives much better, and the pit is also more realistic. > are you sure that it's -1.192 ? with this value, middle terrain is more > up de track and first turn deep, with 1.192 middle terrain is just > plane, so for me it's better. Yes, I am sure. For me it seems the outer wall is kept at the same level, which means the infield cannot be a plane. You can also have a look in youtube or pictures, my eyes might be wrong. > For wall pit exit possible to make this but robot can cut these line, > not possible with wall. I could also build a track with wall and replace > it by a yellow line but with these solution if a player try to cut these > line simu take a wall. Which version prefer you ? I understand, in this case I suggest to keep it like now. And please never make an invisible wall, I really hate that in other tracks, too. But the pit entry wall ("straight 17") should be removed, I can imagine it will cause problems when robots want to enter the pit during a wall. Cheers, Kristof |
From: Xavier B. <ber...@ya...> - 2013-08-02 23:28:16
|
Hi Kristof, Ok I will change straight 17 and started to scenery. Cheers Xavier Le 02/08/2013 23:42, Kristóf Kály-Kullai a écrit : > Hello Xavier, > > great, it now drives much better, and the pit is also more realistic. > >> are you sure that it's -1.192 ? with this value, middle terrain is more >> up de track and first turn deep, with 1.192 middle terrain is just >> plane, so for me it's better. > Yes, I am sure. For me it seems the outer wall is kept at the same > level, which means the infield cannot be a plane. You can also have a > look in youtube or pictures, my eyes might be wrong. > >> For wall pit exit possible to make this but robot can cut these line, >> not possible with wall. I could also build a track with wall and replace >> it by a yellow line but with these solution if a player try to cut these >> line simu take a wall. Which version prefer you ? > I understand, in this case I suggest to keep it like now. And please > never make an invisible wall, I really hate that in other tracks, too. > > But the pit entry wall ("straight 17") should be removed, I can > imagine it will cause problems when robots want to enter the pit > during a wall. > > Cheers, > Kristof > |
From: Kristóf Kály-K. <ka...@gm...> - 2013-08-02 23:52:36
|
Hello Xavier, > Ok I will change straight 17 and started to scenery. Good. And you think the z values remain like now, or change them to negative? Cheers, Kristof |
From: Xavier B. <ber...@ya...> - 2013-08-03 12:39:03
|
Hi Kristof, I will change too z in negative and generated 3D file. After this, said me if for you it was good. Cheers Xavier Le 03/08/2013 01:52, Kristóf Kály-Kullai a écrit : > Hello Xavier, > >> Ok I will change straight 17 and started to scenery. > Good. And you think the z values remain like now, or change them to negative? > > Cheers, > Kristof > |
From: Kristóf Kály-K. <ka...@gm...> - 2013-08-03 15:29:12
|
Hello Xavier, > I will change too z in negative and generated 3D file. > After this, said me if for you it was good. Now the track is perfect for me :). One comment on the scenery: the automatically generated inside field seems to change height too quickly, between the straights should be completely flat like now, but I think inside the turns it changes height more gradually. And a background with more sky and less trees would be also nice. Cheers: Kristof |
From: Kristóf Kály-K. <ka...@gm...> - 2013-08-09 12:03:45
|
Hello Xavier and all, committed a revised set for MPA1 setups. Main changes: - increased grip to get closer to real lap times - decreased fuel consumption, the target is 1.85 mile/gallon, that is roughly 1 km/ kg, it still needs some work. The 3rd spring still causes some weird behavior occasionally, so these setups are without it. The setups: FFR - for road, now I can do 1:11s around Corkscrew (the pole time in 2002 was 1:09.473. Furia - same as FFR, but with Murasama engine - more top power, less torque. Hartbill - short oval setup, for 1 milers. Lynx - superspeedway setup Murasama - Lynx with Murasama engine. Superspeedway setup is used on tracks with length >= 2 miles (3200 m). Its rear wing angle is locked intentionally, as a fixed Handford device was used on superspeedways. I will go to holiday this afternoon, will be back after 20 of August. Please test them, report any problems, and I will fix them when I am back. Some setup improvement might also come (wing angles, suspension, or such things). Cheers, Kristof |
From: Xavier B. <ber...@ya...> - 2013-08-09 12:15:06
|
Hi kristof I look this And report after yours holidays Pass the good holidays Cheers Xavier Envoyé de mon iPhone Le 9 août 2013 à 14:03, Kristóf Kály-Kullai <ka...@gm...> a écrit : > Hello Xavier and all, > > committed a revised set for MPA1 setups. Main changes: > - increased grip to get closer to real lap times > - decreased fuel consumption, the target is 1.85 mile/gallon, that is > roughly 1 km/ kg, it still needs some work. > > The 3rd spring still causes some weird behavior occasionally, so these > setups are without it. > > The setups: > FFR - for road, now I can do 1:11s around Corkscrew (the pole time in > 2002 was 1:09.473. > Furia - same as FFR, but with Murasama engine - more top power, less torque. > Hartbill - short oval setup, for 1 milers. > Lynx - superspeedway setup > Murasama - Lynx with Murasama engine. > > Superspeedway setup is used on tracks with length >= 2 miles (3200 m). > Its rear wing angle is locked intentionally, as a fixed Handford > device was used on superspeedways. > > I will go to holiday this afternoon, will be back after 20 of August. > Please test them, report any problems, and I will fix them when I am > back. Some setup improvement might also come (wing angles, suspension, > or such things). > > Cheers, > Kristof |
From: Haruna S. <ato...@gm...> - 2013-08-28 05:44:18
|
Hi, I've given the Murasama (too much Touhou games lately make me misread that as "Murasa-sama") and the Furia a shot at their suggested courses, here's some thoughts from me. I use Logitech Driving Force GT wheel with the default 200 degrees steering lock, as these are open-wheel race cars that demand twitch reflexes. Murasama @ Milky: Is this car supposed to be driven flat out here? I think the gear ratios are rather too short even for single-car runs. Too bad this track's front stretch and Turn 2 rape my frame rates... Murasama @ Long Pond: Feels okay. Probably should stay with a bias toward understeer so it's drivable in traffic, although it could do with a graze more downforce for this track in my opinion. Furia @ Corkscrew: I think there's a simultaneous problem of having too much peak grip and having it drop off way too fast. It's far too easy to overdo correcting a slide, because everything happens within tiny fractions of a second. Some yaw tolerance at mid-low speeds would be appreciated. I understand that this is a top-end open-wheel race car armed with a turbo'd 850 horsepower V-8 and negative lift many times its base curb weight at high speeds and cutting-edge racing slicks, but the setup is far too unforgiving. I can do 1:11 times, but it's very inconsistently doing so. This car is kind of like Illya from the Fate-series of visual novels: If you stay far away from her limits, she plays nice. But if you push to the limit, she'll brutally murder you in a blink if you're not quick enough to react. Again, I don't think it's the amount of grip that's the issue here... it's more a matter of having to react both insanely quick and with such nearly impossible precision. On Fri, Aug 9, 2013 at 8:14 AM, Xavier Bertaux <ber...@ya...> wrote: > Hi kristof > > I look this And report after yours holidays > > Pass the good holidays > > Cheers > Xavier > > Envoyé de mon iPhone > > Le 9 août 2013 à 14:03, Kristóf Kály-Kullai <ka...@gm...> a écrit : > > > Hello Xavier and all, > > > > committed a revised set for MPA1 setups. Main changes: > > - increased grip to get closer to real lap times > > - decreased fuel consumption, the target is 1.85 mile/gallon, that is > > roughly 1 km/ kg, it still needs some work. > > > > The 3rd spring still causes some weird behavior occasionally, so these > > setups are without it. > > > > The setups: > > FFR - for road, now I can do 1:11s around Corkscrew (the pole time in > > 2002 was 1:09.473. > > Furia - same as FFR, but with Murasama engine - more top power, less > torque. > > Hartbill - short oval setup, for 1 milers. > > Lynx - superspeedway setup > > Murasama - Lynx with Murasama engine. > > > > Superspeedway setup is used on tracks with length >= 2 miles (3200 m). > > Its rear wing angle is locked intentionally, as a fixed Handford > > device was used on superspeedways. > > > > I will go to holiday this afternoon, will be back after 20 of August. > > Please test them, report any problems, and I will fix them when I am > > back. Some setup improvement might also come (wing angles, suspension, > > or such things). > > > > Cheers, > > Kristof > > > ------------------------------------------------------------------------------ > Get 100% visibility into Java/.NET code with AppDynamics Lite! > It's a free troubleshooting tool designed for production. > Get down to code-level detail for bottlenecks, with <2% overhead. > Download for free and get started troubleshooting in minutes. > http://pubads.g.doubleclick.net/gampad/clk?id=48897031&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > |
From: xavier b. <ber...@ya...> - 2013-08-28 07:49:30
|
Hi Haruna, Warn ! this carset is separated in three section for the moment - one type for superspeedway setup - one type for oval setup - one type for road setup Normaly, we must make all setup for each track because actually SD don"t manage setup by track category and in MPA1 wings are different in speedway and other tracks (so physic are different) I tried all MPA1 in Corkscrew, Espie, LongPond, Newton, Mile, Milky-five and for me settings are good except point above. In speedway this carset must keep difficult drive, because on oval no difficulty driving, just find the right racingline for good speed and good reflex to avoid the wall or other cars. Added grip or added understeer will close this carset of MP1, that must remain different. Haruna try mpa1-ffr on Corkscrew or espie, these car is setting for road. Cheers Xavier ________________________________ De : Haruna Say <ato...@gm...> À : Speed Dreams DEV <spe...@li...> Envoyé le : Mercredi 28 août 2013 7h44 Objet : Re: [Speed-dreams-devel] MPA1 setups Hi, I've given the Murasama (too much Touhou games lately make me misread that as "Murasa-sama") and the Furia a shot at their suggested courses, here's some thoughts from me. I use Logitech Driving Force GT wheel with the default 200 degrees steering lock, as these are open-wheel race cars that demand twitch reflexes. Murasama @ Milky: Is this car supposed to be driven flat out here? I think the gear ratios are rather too short even for single-car runs. Too bad this track's front stretch and Turn 2 rape my frame rates... Murasama @ Long Pond: Feels okay. Probably should stay with a bias toward understeer so it's drivable in traffic, although it could do with a graze more downforce for this track in my opinion. Furia @ Corkscrew: I think there's a simultaneous problem of having too much peak grip and having it drop off way too fast. It's far too easy to overdo correcting a slide, because everything happens within tiny fractions of a second. Some yaw tolerance at mid-low speeds would be appreciated. I understand that this is a top-end open-wheel race car armed with a turbo'd 850 horsepower V-8 and negative lift many times its base curb weight at high speeds and cutting-edge racing slicks, but the setup is far too unforgiving. I can do 1:11 times, but it's very inconsistently doing so. This car is kind of like Illya from the Fate-series of visual novels: If you stay far away from her limits, she plays nice. But if you push to the limit, she'll brutally murder you in a blink if you're not quick enough to react. Again, I don't think it's the amount of grip that's the issue here... it's more a matter of having to react both insanely quick and with such nearly impossible precision. On Fri, Aug 9, 2013 at 8:14 AM, Xavier Bertaux <ber...@ya...> wrote: Hi kristof > >I look this And report after yours holidays > >Pass the good holidays > >Cheers >Xavier > >Envoyé de mon iPhone > >Le 9 août 2013 à 14:03, Kristóf Kály-Kullai <ka...@gm...> a écrit : > > >> Hello Xavier and all, >> >> committed a revised set for MPA1 setups. Main changes: >> - increased grip to get closer to real lap times >> - decreased fuel consumption, the target is 1.85 mile/gallon, that is >> roughly 1 km/ kg, it still needs some work. >> >> The 3rd spring still causes some weird behavior occasionally, so these >> setups are without it. >> >> The setups: >> FFR - for road, now I can do 1:11s around Corkscrew (the pole time in >> 2002 was 1:09.473. >> Furia - same as FFR, but with Murasama engine - more top power, less torque. >> Hartbill - short oval setup, for 1 milers. >> Lynx - superspeedway setup >> Murasama - Lynx with Murasama engine. >> >> Superspeedway setup is used on tracks with length >= 2 miles (3200 m). >> Its rear wing angle is locked intentionally, as a fixed Handford >> device was used on superspeedways. >> >> I will go to holiday this afternoon, will be back after 20 of August. >> Please test them, report any problems, and I will fix them when I am >> back. Some setup improvement might also come (wing angles, suspension, >> or such things). >> >> Cheers, >> Kristof > >------------------------------------------------------------------------------ >Get 100% visibility into Java/.NET code with AppDynamics Lite! >It's a free troubleshooting tool designed for production. >Get down to code-level detail for bottlenecks, with <2% overhead. >Download for free and get started troubleshooting in minutes. >http://pubads.g.doubleclick.net/gampad/clk?id=48897031&iu=/4140/ostg.clktrk >_______________________________________________ >Speed-dreams-devel mailing list >Spe...@li... >https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > ------------------------------------------------------------------------------ Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, more! Discover the easy way to master current and previous Microsoft technologies and advance your career. Get an incredible 1,500+ hours of step-by-step tutorial videos with LearnDevNow. Subscribe today and save! http://pubads.g.doubleclick.net/gampad/clk?id=58040911&iu=/4140/ostg.clktrk _______________________________________________ Speed-dreams-devel mailing list Spe...@li... https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel |
From: Haruna S. <ato...@gm...> - 2013-08-28 22:13:44
|
Xavier, You're completely missing the point and not correctly reading what I said. I'm NOT saying to raise the PEAK grip. The PEAK grip level is FINE, but the RATE AT WHICH THE GRIP DROPS OFF IS NOT. What I'm asking for is some more YAW TOLERANCE SO I CAN CORRECT SLIDES WITHOUT IT SNAPPING BACK THE WRONG WAY. In other words, the grip drop-off should be SLOWER, because grip DROPS OFF TOO FAST. Also, aside from engine differences between the Furia and the FFR, both of these cars feel very similar if not identical. And yes, I am fully aware that the cars are all set up for different track types. On Wed, Aug 28, 2013 at 3:49 AM, xavier bertaux <ber...@ya...> wrote: > Hi Haruna, > > Warn ! this carset is separated in three section for the moment > - one type for superspeedway setup > - one type for oval setup > - one type for road setup > > Normaly, we must make all setup for each track because actually SD don"t > manage setup by track category and in MPA1 wings are different in speedway > and other tracks (so physic are different) > > I tried all MPA1 in Corkscrew, Espie, LongPond, Newton, Mile, Milky-five > and for me settings are good except point above. > > In speedway this carset must keep difficult drive, because on oval no > difficulty driving, just find the right racingline for good speed and good > reflex to avoid the wall or other cars. > > Added grip or added understeer will close this carset of MP1, that must > remain different. > > Haruna try mpa1-ffr on Corkscrew or espie, these car is setting for road. > > Cheers > Xavier > > ------------------------------ > *De :* Haruna Say <ato...@gm...> > *À :* Speed Dreams DEV <spe...@li...> > *Envoyé le :* Mercredi 28 août 2013 7h44 > *Objet :* Re: [Speed-dreams-devel] MPA1 setups > > Hi, > > I've given the Murasama (too much Touhou games lately make me misread that > as "Murasa-sama") and the Furia a shot at their suggested courses, here's > some thoughts from me. I use Logitech Driving Force GT wheel with the > default 200 degrees steering lock, as these are open-wheel race cars that > demand twitch reflexes. > > Murasama @ Milky: Is this car supposed to be driven flat out here? I think > the gear ratios are rather too short even for single-car runs. Too bad this > track's front stretch and Turn 2 rape my frame rates... > > Murasama @ Long Pond: Feels okay. Probably should stay with a bias toward > understeer so it's drivable in traffic, although it could do with a graze > more downforce for this track in my opinion. > > Furia @ Corkscrew: I think there's a simultaneous problem of having too > much peak grip and having it drop off way too fast. It's far too easy to > overdo correcting a slide, because everything happens within tiny fractions > of a second. Some yaw tolerance at mid-low speeds would be appreciated. I > understand that this is a top-end open-wheel race car armed with a turbo'd > 850 horsepower V-8 and negative lift many times its base curb weight at > high speeds and cutting-edge racing slicks, but the setup is far too > unforgiving. I can do 1:11 times, but it's very inconsistently doing so. > This car is kind of like Illya from the Fate-series of visual novels: If > you stay far away from her limits, she plays nice. But if you push to the > limit, she'll brutally murder you in a blink if you're not quick enough to > react. > > Again, I don't think it's the amount of grip that's the issue here... it's > more a matter of having to react both insanely quick and with such nearly > impossible precision. > > > On Fri, Aug 9, 2013 at 8:14 AM, Xavier Bertaux <ber...@ya...> wrote: > > Hi kristof > > I look this And report after yours holidays > > Pass the good holidays > > Cheers > Xavier > > Envoyé de mon iPhone > > Le 9 août 2013 à 14:03, Kristóf Kály-Kullai <ka...@gm...> a écrit : > > > Hello Xavier and all, > > > > committed a revised set for MPA1 setups. Main changes: > > - increased grip to get closer to real lap times > > - decreased fuel consumption, the target is 1.85 mile/gallon, that is > > roughly 1 km/ kg, it still needs some work. > > > > The 3rd spring still causes some weird behavior occasionally, so these > > setups are without it. > > > > The setups: > > FFR - for road, now I can do 1:11s around Corkscrew (the pole time in > > 2002 was 1:09.473. > > Furia - same as FFR, but with Murasama engine - more top power, less > torque. > > Hartbill - short oval setup, for 1 milers. > > Lynx - superspeedway setup > > Murasama - Lynx with Murasama engine. > > > > Superspeedway setup is used on tracks with length >= 2 miles (3200 m). > > Its rear wing angle is locked intentionally, as a fixed Handford > > device was used on superspeedways. > > > > I will go to holiday this afternoon, will be back after 20 of August. > > Please test them, report any problems, and I will fix them when I am > > back. Some setup improvement might also come (wing angles, suspension, > > or such things). > > > > Cheers, > > Kristof > > > ------------------------------------------------------------------------------ > Get 100% visibility into Java/.NET code with AppDynamics Lite! > It's a free troubleshooting tool designed for production. > Get down to code-level detail for bottlenecks, with <2% overhead. > Download for free and get started troubleshooting in minutes. > http://pubads.g.doubleclick.net/gampad/clk?id=48897031&iu=/4140/ostg.clktrk > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > > > > > ------------------------------------------------------------------------------ > Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, more! > Discover the easy way to master current and previous Microsoft technologies > and advance your career. Get an incredible 1,500+ hours of step-by-step > tutorial videos with LearnDevNow. Subscribe today and save! > http://pubads.g.doubleclick.net/gampad/clk?id=58040911&iu=/4140/ostg.clktrk > > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > > > |
From: xavier b. <ber...@ya...> - 2013-08-29 07:52:29
|
Hi Haruna, For engine between furia and ffr, it's normal... in real champcar 2002 just two engines for all cars and the same chassis. But in SD he had to find differences in behavior to have a real carset. Cheers Xavier ________________________________ De : Haruna Say <ato...@gm...> À : xavier bertaux <ber...@ya...> Cc : "spe...@li..." <spe...@li...> Envoyé le : Jeudi 29 août 2013 0h13 Objet : Re: [Speed-dreams-devel] MPA1 setups Xavier, You're completely missing the point and not correctly reading what I said. I'm NOT saying to raise the PEAK grip. The PEAK grip level is FINE, but the RATE AT WHICH THE GRIP DROPS OFF IS NOT. What I'm asking for is some more YAW TOLERANCE SO I CAN CORRECT SLIDES WITHOUT IT SNAPPING BACK THE WRONG WAY. In other words, the grip drop-off should be SLOWER, because grip DROPS OFF TOO FAST. Also, aside from engine differences between the Furia and the FFR, both of these cars feel very similar if not identical. And yes, I am fully aware that the cars are all set up for different track types. On Wed, Aug 28, 2013 at 3:49 AM, xavier bertaux <ber...@ya...> wrote: Hi Haruna, > > >Warn ! this carset is separated in three section for the moment > >- one type for superspeedway setup >- one type for oval setup >- one type for road setup > > >Normaly, we must make all setup for each track because actually SD don"t manage setup by track category and in MPA1 wings are different in speedway and other tracks (so physic are different) > > >I tried all MPA1 in Corkscrew, Espie, LongPond, Newton, Mile, Milky-five and for me settings are good except point above. > > >In speedway this carset must keep difficult drive, because on oval no difficulty driving, just find the right racingline for good speed and good reflex to avoid the wall or other cars. > > >Added grip or added understeer will close this carset of MP1, that must remain different. > > >Haruna try mpa1-ffr on Corkscrew or espie, these car is setting for road. > > >Cheers >Xavier > > > > >________________________________ > De : Haruna Say <ato...@gm...> >À : Speed Dreams DEV <spe...@li...> >Envoyé le : Mercredi 28 août 2013 7h44 >Objet : Re: [Speed-dreams-devel] MPA1 setups > > > >Hi, > > >I've given the Murasama (too much Touhou games lately make me misread that as "Murasa-sama") and the Furia a shot at their suggested courses, here's some thoughts from me. I use Logitech Driving Force GT wheel with the default 200 degrees steering lock, as these are open-wheel race cars that demand twitch reflexes. > > >Murasama @ Milky: Is this car supposed to be driven flat out here? I think the gear ratios are rather too short even for single-car runs. Too bad this track's front stretch and Turn 2 rape my frame rates... > > >Murasama @ Long Pond: Feels okay. Probably should stay with a bias toward understeer so it's drivable in traffic, although it could do with a graze more downforce for this track in my opinion. > > >Furia @ Corkscrew: I think there's a simultaneous problem of having too much peak grip and having it drop off way too fast. It's far too easy to overdo correcting a slide, because everything happens within tiny fractions of a second. Some yaw tolerance at mid-low speeds would be appreciated. I understand that this is a top-end open-wheel race car armed with a turbo'd 850 horsepower V-8 and negative lift many times its base curb weight at high speeds and cutting-edge racing slicks, but the setup is far too unforgiving. I can do 1:11 times, but it's very inconsistently doing so. This car is kind of like Illya from the Fate-series of visual novels: If you stay far away from her limits, she plays nice. But if you push to the limit, she'll brutally murder you in a blink if you're not quick enough to react. > > >Again, I don't think it's the amount of grip that's the issue here... it's more a matter of having to react both insanely quick and with such nearly impossible precision. > > > >On Fri, Aug 9, 2013 at 8:14 AM, Xavier Bertaux <ber...@ya...> wrote: > >Hi kristof >> >>I look this And report after yours holidays >> >>Pass the good holidays >> >>Cheers >>Xavier >> >>Envoyé de mon iPhone >> >>Le 9 août 2013 à 14:03, Kristóf Kály-Kullai <ka...@gm...> a écrit : >> >> >>> Hello Xavier and all, >>> >>> committed a revised set for MPA1 setups. Main changes: >>> - increased grip to get closer to real lap times >>> - decreased fuel consumption, the target is 1.85 mile/gallon, that is >>> roughly 1 km/ kg, it still needs some work. >>> >>> The 3rd spring still causes some weird behavior occasionally, so these >>> setups are without it. >>> >>> The setups: >>> FFR - for road, now I can do 1:11s around Corkscrew (the pole time in >>> 2002 was 1:09.473. >>> Furia - same as FFR, but with Murasama engine - more top power, less torque. >>> Hartbill - short oval setup, for 1 milers. >>> Lynx - superspeedway setup >>> Murasama - Lynx with Murasama engine. >>> >>> Superspeedway setup is used on tracks with length >= 2 miles (3200 m). >>> Its rear wing angle is locked intentionally, as a fixed Handford >>> device was used on superspeedways. >>> >>> I will go to holiday this afternoon, will be back after 20 of August. >>> Please test them, report any problems, and I will fix them when I am >>> back. Some setup improvement might also come (wing angles, suspension, >>> or such things). >>> >>> Cheers, >>> Kristof >> >>------------------------------------------------------------------------------ >>Get 100% visibility into Java/.NET code with AppDynamics Lite! >>It's a free troubleshooting tool designed for production. >>Get down to code-level detail for bottlenecks, with <2% overhead. >>Download for free and get started troubleshooting in minutes. >>http://pubads.g.doubleclick.net/gampad/clk?id=48897031&iu=/4140/ostg.clktrk >>_______________________________________________ >>Speed-dreams-devel mailing list >>Spe...@li... >>https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel >> > >------------------------------------------------------------------------------ >Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, more! >Discover the easy way to master current and previous Microsoft technologies >and advance your career. Get an incredible 1,500+ hours of step-by-step >tutorial videos with LearnDevNow. Subscribe today and save! >http://pubads.g.doubleclick.net/gampad/clk?id=58040911&iu=/4140/ostg.clktrk > >_______________________________________________ >Speed-dreams-devel mailing list >Spe...@li... >https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > > > |