Green Hell Lap Times

Only allows 1 image per post, sorry for the clutter.

if you keep posting stuff it will get better also you got awesome lap time

can i have the export ?

also btw welcome to automationsforum

Thanks for the welcome lordvader1.

Sorry I don`t know how to export. Here are more tecnical details on the build. A lot of time was invested in the setup and fine-tuning. Really loving this game.

there is a button under revise car that says export

then go to
Documents\My Games\Automation\Export\carname.zip

thats is how get the export and you usually send it if you want to a part in a competition or somewhere in the forum

Lordvader, I sent you the export via PM.

Here is my latest creation: Cyrotech LMP73 “Bellof”, inspired by the legendary german driver and his 6:11 record on the green hell.

Very good, I should actually update the board now!

EDIT: that said, y’all do have a ways to go before you can truly challenge for best possible time :wink: This is a crude build:

EDIT 2: sorry, forgot to add the second lip :sweat_smile:

Hint: [spoiler] This is an MR body with NA V8 and as large a stroke as possible without grenading the engine at maximum performance index. It’s good for about 1230bhp. Also, for MR cars the game likes it if you have heaps of rear downforce so put at least one lip on the rear as well as both wings.[/spoiler]

EDIT 3: And this is a turbo build.

Hint: [spoiler]Turbos spool earlier on v12s and turbo cars with too much boost tend to do worse after a certain point. This one runs around 1450bhp. I could easily use 2150bhp in the same body, except it simply won’t go as fast around the track.[/spoiler]

All cars above are from 2016. Further hints and details upon request :wink:

EDIT 4: BTW what build are you all using? I’m running open beta (161021) and the times are probably a bit different!!!

2 Likes

I`m using 161021 too. Great laptimes, thanks for the challenge! I agree on the weird downforce setups, and also spring rates are quite freaky, some ways to go there to make it more realistic.

is that stable or open beta

Bruh

1 Like

btw i noticed your fine tuning, moving quality slider can really affect time btw

negative quality slider on exhaust increases weight
putting +15 will decrease weight, horsepower, octane

negative quality slider on driver assistant does not increase or decrease weight

i’ll not question is there a negative quality slider on turbo, fuel system

I’m going to try to at least equal these times, but I have a feeling that this will end up like the BRC where no matter what I tried I couldn’t get better times. Right now I’m at 6:28.

Just start with one of the later MR bodies. Not the huge ones by VMO, those ones are good for hilarious engines that put out like 2900bhp but they can’t take corners and you’ll struggle to get under 6:20. The most modern one by Razyx or the vanilla not-Maclaren body will do quite well.

I’m going to try a quick F-AWD build and see what I can get.

Edit: lol F-AWD has potential

3 Likes

Yeah strop you should set up some Green Hell challenges with limited rules (ej: 1600cc NA FWD, etc). It`d be fun.

1 Like

I’m actually using one of those huge engine MR bodies, and my cornering is great… :stuck_out_tongue:

I was wrong about my time it’s better than 6:28:

I played with it a little and managed a 1.99G 250 m cornering, which brought my time down to 6:20.68.
I think I need to play around with my engine some more 2123HP seems a little excessive, but I do like my power.

Yeah, we occasionally bandy about the idea of classes. Nobody can really agree to the exact definitions and sometimes we worry that people will follow the letter and not the spirit of the class. But we can’t quite subscribe to the idea of forcing cars to have a certain competitiveness in a demographic to qualify.

I’d take ideas over what constitutes which class and what to include in them. For example, should I divide it into price range, displacement, drive type, or even criteria for comfort, engineering times…

1 Like

I understand, it`s a complex thing to define and balance. I believe the starting point should be real life classes like the ones which already exist in Nurburgring 24h and other VLN events. I could check the rulebooks and come up with a proposal to be refined by you and other experienced players, could be a starting point. Cheers.

Why not offer classes with specific bodies and engine size ranges along with setting target prices for each class? It would then be up to the user to decide how to best spend their budget and tune everything to get the best times. It would be up to you to decide what would be appropriate for each class. For instance:

[hide=Race: ]Anything goes but must have an average reliability of more than 0.
Budget unlimited.[/hide]
[hide=Hyper:]Previous requirements plus drivability greater than 20. Safety greater than 20.
Budget $150K@0% in Gasmea. [/hide]
[hide=Super:]Previous requirements plus comfort greater than 20.
Budget $100K@0% in Gasmea.[/hide]
[hide=Sport:]Minimum required cooling + 10%. Drivability greater than 35. Comfort greater than 30. Fuel economy greater than 18MPG US. Safety greater than 30.
Budget $35K@0% in Gasmea.[/hide]
[hide=Family Sport:]Sport requirements plus 4+ doors and 4+ seats.
Budget $45K@0% in Gasmea.[/hide]

2 Likes

adding a price level ei. Sub 20k, sub 30k, sub 50k, 100k+ and require a 50% markup.

so for example a class that is sub 30k family, or 100k plus luxury etc

also a way to manage engineering time needs to be implemented. And for those of us that have a company lore etc perhaps we split comps into non-lore/Automation lore entries

4L v8 AWD car with 0 quality sliders uder
@strop

testymctest.zip (28.9 KB)

Why does it have 0 drivability!?

(Crap, forgot to make it a rule. Killrob tells me that cars with 0 drivability won’t stay on the road if you push it in any way shape or form, making it technically impossible to perform such a lap).