Have you used this? I use it a lot: http://www.racedepartment.com/downloads/suspensions-test-track.6770/Any mod track recommendation for testing bottom collisions? Such as some sharp drop will do. The suspension track I have is near impossible to spawn on with any car, something with less hassle to use would be nice.
That's the unusable one I meant It spawns waaaaay too high destroying many cars on landing. Is there a fixed version of it with proper spawn? I have to put suspension to max every spawn, have a bottom collider working etc. to even be able to spawn, annoying when one wants to spawn multiple times. Bumpstops are useless here. It's a 2m spawn or something, insane. Plus the surface seems rough unlike any AC tarmac on regular tracks. I use it on occasion otherwise but the spawn is a nono.Have you used this? I use it a lot: http://www.racedepartment.com/downloads/suspensions-test-track.6770/
It spawns you from a height too, useful for checking travel and bumpstops etc.
Lol, fair enough. I don't think I've ever had any problems with it destroying cars before though.That's the unusable one I meant It spawns waaaaay too high destroying many cars on landing. Is there a fixed version of it with proper spawn? I have to put suspension to max every spawn, have a bottom collider working etc. to even be able to spawn, annoying when one wants to spawn multiple times. Bumpstops are useless here. It's a 2m spawn or something, insane. Plus the surface seems rough unlike any AC tarmac on regular tracks. I use it on occasion otherwise but the spawn is a nono.
Most of them are...I made a detailed post about the new features here:Any v1.15 parameters worth implementing? Kunos doesn't seem to use them yet.
Know of tyre guides, in terms of grip, heat etc. all those nameless and countless parameters? Considering AC probably has yet another proprietary tyre model I'm not sure any real or other sim info applies or to what extent.
That's a lot of it, yeah...some deal with certain physical aspects in different ways, but there are generally more similarities than differences. That said, RF2, for example, is doing things quite a lot differently than the others.I see so the differences between sims are mostly in values used for these older models?
Will save it for later thanks.
To me the differences in tyre behavior between say LFS, AC, RF1 were quite large, it sure is all based on similar models but with custom tweaks and data, especially for the limit and over limit behavior.That's a lot of it, yeah...some deal with certain physical aspects in different ways, but there are generally more similarities than differences. That said, RF2, for example, is doing things quite a lot differently than the others.
Caterham really can't make up their mind in manufacturing. There are about 4+ variants of the damn DeDion tube alone, 4+ of front suspension, 2+ live axles, ...
Measuring stuff and finding out that almost no two cars are the same, ever. The rear suspension is a similar mess as the front, way too many variants with minor changes.
It will be what it will be, 2 fronts (probably if the data measured from real car are good) + 1 DeDion + 1 live axle variant. Making the DeDion right now and readjusting live axle at the same time to match more precise measurements as I couldn't fine tune it on a bugged AC AXLE.