Resource icon

Cars Physics reworked for Alpine A110 1600S 0.2

Login or Register an account to download this content
alekabul submitted a new resource:

Physics reworked for Alpine A110 1600S - Physics reworked Alpine A110 1600S

In the archive you`ll find both packed and unpacked versions of data for the Alpine A110 1600S.

I did not like the original handling and redid it all - suspensions, setup, drivetrain, power, brakes. Now it resembles more a car like the famous little Alpine A110 from 1969.

Sources for info on the car - tech-racingcars.wikidot.com;...

Read more about this resource...
 
alekabul updated Physics reworked for Alpine A110 1600S with a new update entry:

Update on the physics for Alpine A110 1600S

First of all I put a link in the download for the car itself. Sorry for the inconvenience but it`s all RD`s policy for muting other sources of content.
View attachment 322335
Again upload consists of packed and unpacked data that goes in your "\AssettoCorsa\content\cars\alpine_a110\" folder.
The new:
- corrected tires to 185 / R15 for the two modern sets and 165 / R13 for vintage 60`s as found on Alfa Romeo GTA;
- corrected ARB and dampers for more feel and grip;
- increased FFB...

Read the rest of this update entry...
 
alekabul updated Physics reworked for Alpine A110 1600S with a new update entry:

Reworked tires, ARB, dampers, steering, toe, brakes, FFB

First of all I put a link in the download for the car itself. Sorry for the inconvenience but it`s all RD`s policy for muting other sources of content.
View attachment 322339
Again upload consists of packed and unpacked data that goes in your "\AssettoCorsa\content\cars\alpine_a110\" folder.
The new:
- corrected tires to 185 / R15 for the two modern sets and 165 / R13 for vintage 60`s as found on Alfa Romeo GTA;
- corrected ARB and dampers for better feel and grip;
- increased FFB...

Read the rest of this update entry...
 
I got it to work. Feels nice and chuckable.

I'm assuming we just copy your data and overwrite all the data in the original car's folder?

Have you already sorted the tyres or do we need to choose our own in Content Manager?

The sound doesn't work using external camera views and I'm not sure if there is any tyre squeal. This is an easy fix though. I used the sound from the AC Legends Lola T290.

Cheers,

Ben
 

Attachments

  • Screenshot_alpine_a110_oulton_park_31-8-119-22-4-33.jpg
    Screenshot_alpine_a110_oulton_park_31-8-119-22-4-33.jpg
    1.1 MB · Views: 158
Last edited:
I got it to work. Feels nice and chuckable.

I'm assuming we just copy your data and overwrite all the data in the original car's folder?

Have you already sorted the tyres or do we need to choose our own in Content Manager?

The sound doesn't work using external camera views and I'm not sure if there is any tyre squeal. This is an easy fix though. I used the sound from the AC Legends Lola T290.

Cheers,

Ben

Yes, data goes over the original. Check out the last updated data for tires and other changes. The sound in original can work but it needs the old soundbank, so replacing it with other more recent is a good idea if it is mixed on a grid with other more recent cars.
 
Yes, data goes over the original. Check out the last updated data for tires and other changes. The sound in original can work but it needs the old soundbank, so replacing it with other more recent is a good idea if it is mixed on a grid with other more recent cars.

Content Manager's Analyze function says the tyres are version 3. Is this cool or is it best to use the latest version 10 tyres?

The car is so much fun. I just did a few laps of the Nords and Oulton Park. It likes a bit of oversteer ;)
 
is it best to use the latest version 10 tyres
For a vintage feel v3 is better, for control and speed v10. I`m uploading a complete version of the car with upped power, drift tuned steering, corrected wheel blurs, working sound, more skin colors, F6 cameras, period correct driver figure, etc. Among other things it`s tires are newer too. You can compare them by swapping on the old car in CM, tho I`m sure GT3 hard slicks are too meaty for the good old Alpine `69. Semi`s are an option there.
 
alekabul updated Physics reworked for Alpine A110 1600S with a new update entry:

The complete overhawl - sound, skins, driver 60`s, extended setup

I know there are still people who don`t use Content Manager, so here goes v0.2 with the full added content to the Alpine A110 1600S (link for the car in the archive). Sound swapped from Celica (Kunos) but less backfire, few more skins, less wheel blur, period accurate driver figure, extended setup. Defaults for physics remain unchanged. I like the balance as it is - go over the edge of grip and you`ll suffer the consequences immediately.
If you want to make the old sound work in and out of...

Read the rest of this update entry...
 
Minor adjustments - body height in "car.ini", lights, tachometer. Open this with 7-zip File Manager and replace your data files.
Sadly this is an old mod, so no updates and configs to make it work in the rain like other cars. Luckily the windscreen is clear and no rain effect will spoil your visibility.
 

Attachments

  • data.7z.txt
    1.7 KB · Views: 159
Meanwhile I`ve been busy not missing on the fun too - the turbo car needs some more love and I created 2 different data`s separating the easy drifting from the all-out time attack. In the process I got to this curious comparison
TG.jpg
TG-.jpg

Driven not by the Stig, nor any of it`s cousins :) Of course there is no comparison of this and real lap times from Top Gear let only considering that A110 was on GT3 slicks and conditions were 100% perfect.
 
Last edited:
I just setup an AI race at Horsma with the Alpine 1600s, some Kunos Escorts and Alfa GTAs and also these Porsche 911 2.7 Carreras.


So much fun.
Hi there, Orange and Happy 2020!
I finally got to try the 911 from that link and it`s got me thinking that I`d better post a hint for future use by more members. This 911 has the "center stiff steering" problem that is very common in AC car mods. But what`s interesting is that the cure is very, very simple and easy.
"..\content\cars\porsche_911_carrera_rs_27_touring\data\car.ini"
car1.jpg
car2.jpg

That was enough to make it feel like a good 911 - agile, fast and nice to the touch with steering that talks to your fingers.

"STEER_ASSIST=" applies big compression of the FFB when values lower than 1 are used and doesn`t alter the FFB if 0 is used. So the thing is to use "STEER_ASSIST=0" and correct "FFMULT=" if there is to much or too little FFB.
 
Last edited:
Thank you for all you work!

I was just wondering if it wouldn't be possible to simulate the A110's swing-axle setup in a satisfying way? I tried around a little bit and it's a bit snappy on mid-corner lift off but I guess that's what it would really be (apart from being rear-engined).

Something like this maybe?:
alpine_a110.jpg


To make it do this:

1972-Cevenole.JPG


3429GY76.jpg


a110n36acropole77cwv3.jpg
 
simulate the A110's swing-axle
All suspension geometry in AC has an important proving step - can the AI work with the modified setup. If it refuses to change gear no matter what you do with "ai.ini" in data then the design is not good. There is a model of a bus for AC converted from "Driver SF" from no other than Ilja x4fab (author of the CSP) and it will not work with AI until the rear suspension is redone.
So as much as I like the concept you propose and see the point there is the AI test that has to be passed. Please set up a small offline race with old and new setup and post a screen of the times. I`m interested to play with changes in the suspension.
 
Last edited:
Okay, I wasn't fully aware of that but it seems to work fine in a 4 lap test at Spa:

alpine_a110_2.jpg


All I've done is take your car and change the rear suspension geometry. It's very twitchy to drive due to lift-off oversteer and needs adjustment but AI seems to cope.

I'll send you the files via PM in a few minutes so you can have a look along with some things I had previously worked on so you can see if you want to include them:

- Changed the lights.ini to make the rear lights work (and changed the front lights to yellow as it used to be in France, but that can be reversed of course).
- Made the indicators and a few other lights in the interior work.
- Made skins for some of the available paint colours along with their official names.
- Adjusted the materials in the car's *.kn5
 
Last edited:
I do have a much better looking A110 (rally) then the one from Velos, if wanted let me know. Btw did you also try the converted Velos A110 from Bazza, as can be found on F1 classic forum.
No, I haven`t tried it. At some point there were 4-5 A110`s in my CM so I cleaned up a bit. "Bazza" doesn`t sound familiar.
 
have a look along with some things I had previously worked on so you can see if you want to include them
Man, there is nothing wrong if you release an update for the car in "Misc" section. There is nothing offending in that and you will have an idea of how many people tried it and a feedback. I`ll just have a look at the physics and get back to you with PM. I`ve redone the lights and materials for myself a month ago.
 

Latest News

What are you racing this weekend

  • Oval

  • Road Course

  • Fantasy track

  • Free roaming

  • Drifting

  • Not racing but trucking

  • Not racing but flying

  • Not racing at all

  • Something else i want to brag about


Results are only viewable after voting.
Back
Top