BRC 1976 - Under Pressure [E8-Q]

It’s not that easy and I doubt it would be the perfect setting for everybody. It depends on your gearing, rpm limiter, aero settings, power output in general, …

I just find it strange that it gave the best laptime for both this car and the hockenheim car I made as both are very different from each other. Its especially surprising considering i get up to 16hp less compared to other settings and this was the only thing i changed between tests.

Well, not going for 100 gives you a usable torque curve in a wider RPM range. Especially in the 70s, when you cannot rev very high anyway, you need the power a bit earlier. It does not help to have more power in a 1000 rpm band at the very top of the rev range.

Side note: I’ll be away until Tuesday. Support will be limited, but I’ll try to sort out the most important questions. The next test will be on Wednesday.

How do you test if a car body is 11 years old? because the car body age limit is 11 years. Also, can anyone tell me a body that looks like this?

Set the year to 1976, set the filter to less than 10 years old. These bodies are allowed. Then set the year to 1975, set the filter to less than 10 years old. These bodies are allowed, too.

I’m so stupid.

Don’t forget to set the trim model to 1976 on the 1975 bodies too, I spent ages trying to get 265’s on a 75 body before I realised you could update the trim.

You can deselect the filter after you have decided for a body and set the model year to 1976. The filter is only there to see what is available. You don’t have to build it in 1975.

What effect do tyres with bigger diameters have on degradation?

None.

Average reliability, does it matter or only engine durability counts?

i think reliability translates to durability or, ‘how tanky your car is’, that is taking account the safety too.

CMIIW. but that’s how i’ve been designing mine

Correct. Crash resistance is the average of safety and car reliability. Forgot to add that to the BRCTool.

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Not sure if this is intentional or not, but I think I’ve found a weird issue with how engine durability is calculated.

It seems to be affected by how much of the total potential cooling area you’re using, regardless of whether or not you’re reaching potential cooling.

For instance, The styling of my car uses a lot of grilles, giving me a total cooling of ~700 kJ/s. I reduce this to the minimum required by my engine - 381.3 - and BRC Tool says my engine durability is 12.1

But, if I then remove all the other grilles and thereby reduce my total cooling in this case to ~460 kJ/s, then reduce this to my minimum required, BRC Tool says I have 52.5 engine durability.

I don’t see how that works, as in both cases I’m giving the engines the exact same amount of cooling, but it seems to be that being more ‘efficient’ with your cooling (as in using more of the available cooling to cool the engine) allows you to get more durability. Could you explain how that’s calculated etc…?

Hmmm. I think the problem could be that the total cooling value in the model file is not updated. The model file is a total pain in the ass all the time. Please try copying the current trim design to the model template and check if this fixes it. If not, try adjusting something in the car model, for example select another suspension type and switch back again, so that the save files gets updated.

For the future @Killrob @zeussy: would it be possible to have the actual cooling value saved in the trim files? Currently I think only the slider position is saved and the cooling amount is known the model file. Which is the cooling value of the template car and this can be wrong for the trim.

Nah, they don’t seem to be doing anything. It’s ok, I’ll just have to use less fixtures.

I’ve heard a report that one car (turbo in this case) was showing best times in the test comparable to what it got in-game. By comparison, some others tend to be more than a second slower in-game vs test, for example my NA has been more than a second down in both tests. Can others please confirm on your experience? A second is a hell of a lot of time and testing ingame is most of the basis for fine tuning between tests.

The car I entered I into the last test was doing a 2:14.89 around the ATT, but only achieved a 2:15.75 in the test. It to was NA. I would be interested to see how that works and is calculated.

it will be the weight of the fuel, the weight that that is givern in game is the dry weight (I remeber reading it a while ago somewhere. I think i saw it in a previous brc)

I think it was even somewhere in this 340 posts… You are right, fuel weight plus tyre wear and the fact your driver does not nail every corner. All this leads to slower lap times.
Now some times are faster than in-game. This is due to flying lap times.
So it all depends on circumstances like weather, car setup etc. For instance, your qually lap will be faster than in-game one but if you have high wear and low consumption, your practise laps will be slower because on your first flying timed lap you will have let say 1% less grip and still 50kg more than in-game.

I was running Na in second test and turbo in first and my best brc times are both in couple of tents with in-game times.