Sadly the physics are not extrapolated automatically by AC from the graphics model. Neither is the model 100% accurate that's why Ben went and measured a 1600cc version to get the suspension better for physics. The aim is to have live axle (doable), dedion (AC is bugged and doesn't support it so I gotta hack around it), two variants for front suspension (old and new chassis).
The rest I'm collecting from pictures, correcting perspective, checking with what real data possible to acquire be it from leaked PDFs of various Caterham designs or service manuals as well as Caterham user forums.
Half my time spent is making tools and calculating stuff, some things exist but the suspension tools really do not and the little that do are in 2D approximations which can be far off for some suspension designs (DWB). An example: in AC everything is connected to CG when it comes to locations so moving CG locations changes many other parameters, you can try and do a realignment every time you need to change something but I find it easier to have the new values automatically calculated = align once, do as many changes as needed relatively easily, a lot of things are interdependent and later adjustment of something often changes an already established alignment or characteristic elsewhere and I keep finding adding these. For suspensions there really aren't many free tools, there are some approximations in 2D, correctly done or not I don't know, 2D works OK for live axle to a certain degree but the rest benefits from calculations in 3D which you can do with not so cheap programs or DIY.
Caterham likes to lie in their official specifications about weight, wheelbase, ... takes time to resolve discrepancies as well. Some are easy such as having a PDF with corner weights of a real Caterham with fuel amount in tank noted and other weights for all data shown. Other not.
- measure and collect (25% time)
- tools (50%)
- design and make it work in AC (25%)
Which is faster for Kunos or some modding studios that make content regularly for games. 1) access to real car, 2) paid tools, 3) indepth knowledge of how the target system works what it can do and cannot do with option to add and fix things.
rFactor for example has quite a few tools for modding, I guess some free some are paid too. AC I don't know about any beyond the few excel files none of which aim in suspension geometry design.
Right now I'm reworking toe calculation so I can include it in all other applicable measurements and can move to the missing ones and make a 3D calculation for DWB pitch geometry. And if feasible add parameters that I can compare with real data.
Anyone know how to setup asymmetric weights in AC let me know, such as LF/RF 145/155kg, LR/RR 165/155kg, I can't find any support for it in AC. As such L/R is symmetric and only F/R is supported, AC limited to F/R and total weight it seems.
Unless you want it to be generic suspensions, in that case it can be hacked together in a day kinda.
Trying
Gotta
sometime too.
Impressive
Didn't play with skins at all but want to check that chrome option out badly XD
Are tyres from the 420R Caterham photoshoot pack? The tyres in it are new barely if at all driven, quite shiny especially fronts. But it's the highest resolution of the ZZRs I know of, 1500x500px front tyre front view.