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About IntGT DLC & Release 1.3

Discussion in 'ACC General Discussions' started by Rmagid1010, Jan 1, 2020.

Tags:
  1. Coanda

    Coanda Alien

    Damn it.. Bloody getting close to going under 2 min.. maybe I shouldn't update.. :D
     
  2. Coanda

    Coanda Alien

    ... new Bathurst grip feels good. A little more challenging here and there. I'd say average time lost is somewhere in the 0-0.5 seconds range.
     
  3. Mr.Mugel

    Mr.Mugel Alien

    Considering a dynamic radius of 0.3m, a rough estimation from that data leads to a radius delta of 2.2cm, which is reasonable. Didn´t expect it to make such a difference in the total ratio. Really nice that we can find such effects looking at data coming from an end user PC simulation. My hat is off ;)
     
    sissydriver likes this.
  4. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    Thank you.
    I was more impressed when I saw that Pirelli tyres gain just the exact amount of rising radius with speed against their spring rate at their optimum pressure, to keep the ride height equal for the amount of downforce those cars generally generate. That was not only impressive but also a further confirmation of how sensitive those cars are to ride height down to the mm, so much that the tyre manufacturer has to take it into account.
    We can only imagine the level of engineering that is probably requested and happening in Formula 1

    And yes of course it’s all simulated.
     
    chksix, nangu, uelas_77 and 14 others like this.
  5. GCCRacer

    GCCRacer Racer

    @Aristotelis

    Sorry for being slow... but this is too interesting to not make sure I understand correctly: On one hand you seemed to be saying that the the tyres, under acceleration/increased downforce, will get pressed down and reduce their radius. On the other hand I thought that a spinning tyre increases diameter, which you seem to confirm on the second post about "rising radius". Where did I missunderstand?

    Generally, this is what I love about Motec. When you record actual values off the simulated car that are not artificially defined by code, and these values match real life, it really drives home and validates the point how authentic the experience is.
     
  6. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    Yes , think about it this way
    Say you’re in 2nd,3rd gear accelerating hard. The weight transfer will compress the tyre a bit and the speed is not that high to raise the radius a lot. When braking the weight shifts to the front and the rear tyres “expand” to a bigger radius.

    Keep in mind that the tyres will maintain the same original radius at Pirelli nominal optimum pressure that is “in theory” 29psi and a nominal generic load. Obviously that changes at lower pressures and more or less load.
     
  7. GCCRacer

    GCCRacer Racer

    Ah, get it now... a combination of wheel speed, weight transfer and downforce all playing together...

    Fascinating stuff. BTW, your and the other team member's involvement here (and occasionally over at RD) is actually what makes playing this title that extra bit more brilliant. Thanks for being such top guys.
     
  8. Mr.Mugel

    Mr.Mugel Alien

    Yeah, that is indeed some interesting engineering, even more so considering the different layouts of the cars, like a 6.3l V8 in the front or a flat 6 in the rear.

    Thanks for the input!
     
    Bremsbert likes this.
  9. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    Unsurprisingly they are mainly identical dimension rear tyres for all cars, but 3 different radius and construction front tyres for respectively MR (and front MR) engine cars, FR cars and... the old Porsche 991...
     
  10. Coanda

    Coanda Alien

    gotta love frequent updates.. :cool:

    Changelog v1.3.4

    - Fixed inconsistent F6 cameras for some of the Evo cars.
    - Driver stint message now correctly follows if maximum driving time left is shorter than the current stint time.
    - Fixed "Max Time Left" widget behaviour in single-car sessions.
    - MP: Fixed visual damage not resetting for swapped cars with repair
    - MP: Added live electronics settings transferring across swaps (TC, ABS, BBias, Map).
    - MP: Added new chat command to hand over the car during FP and Q sessions:
    "§swap X" (where X is the number of the target driver in the team list; 1 selects the first entry).
    NOTE: the player giving away the car in the garage screen must not press the Setup button!
    - Rating: Fixed wrong rating data when loading savegames or swapping into cars.
    - MP: Added server admin handbook v7.


    Love ACC; don't love valentines day...
    acc_tshirt_2.jpg
     
    Last edited: Feb 14, 2020
  11. trutya

    trutya Simracer

    great :)
    now SP mode should get some lovetaps too?
    (please, solve full endurance grids somehow, pleaseee)
     
  12. Turk

    Turk Alien

    The low grip was just on Suzuka.
     
    spaceweed10 likes this.
  13. Coanda

    Coanda Alien

    I was referring to Bathurst as they changed the grip levels there in 1.3.3..
     
  14. Nico1979

    Nico1979 Gamer

    thank you kunos for the great work and the effort of eliminating the gameplay bugs after 1.3!
     
  15. Rioku

    Rioku Racer

    Ghost mode in starts, make cars to crash with 2 cars ahead when launch green.
     
  16. GRFOCO

    GRFOCO Alien

    Aaaaand... 1.3.5
     
  17. Seems that kiwis always win the race mate :p
     
  18. Coanda

    Coanda Alien

    too true.. this new bread of Aussies need to take a hard look at themselves.. o_O:D

    kiwis do it better..
     
  19. spaceweed10

    spaceweed10 Gamer

    Lol, someone got owned.
     
  20. spaceweed10

    spaceweed10 Gamer

    You mean 'breed', right? :rolleyes:.
     
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