Well crap, that fuel weight took 5 mph off my top speed
AAAAWWWW YEAH, I saw third place and finished 4th. I am impressed with my car
Hey man, our cars are really close, gonna be a fun race weekend!
nice, a gain of around 8+ seconds, will have to see if i can improve that tomorrow.
[quote=“TheBobWiley”]
Hey man, our cars are really close, gonna be a fun race weekend![/quote]
Yes, indeed. The best thing about this entire racing is that I finally know some new tricks to make my other cars also better in future. Took me a while though with a lot of messing around with engines and settings.
got a question for the fuel usage.
All cars did start with 15 (liters) of fuel, will this happen in the race too, or will every car be filled individually?
Because right now, i would have driven 7.5(L) around for no reason. And the car with the worst fuel economy did finish with 0.0L left, which would be ideal for every car.
All right - being as I’m out of the running for the lead anyway, I’m taking a gamble and revising my new model rather than return to my first version. As far as I can tell, the only major difference between the green version and the salmon version that can explain the result (which, besides erratic lap times, was chiefly a second-and-a-half lost in Sector 3) is the yaw rate graph: the green car showed a .92 sportiness/.93 driveability there, and the salmon .97/.89. So I have a new silver version with .91/.94. I’ll see how it does.
Top speed!!! But, could only manage to turn it into a 19th place finish, so, yeah. There is that…
FYI, I have not revised my car at all this week (since Sunday), so maybe I should now look into that a bit more. haha
I would revise my car but i keep getting this error when i try revising my car so time to rebuild for a third time
Lua Error:
tolua++ dbcall failed!: [string “–shared\functional\SANDBOX_DATA\CCarCalculat…”]:45: attempt to index field ‘Chassis’ (a nil value)
You can CTRL+C on this to report it.
OK
[quote=“3rayman3”]I would revise my car but i keep getting this error when i try revising my car so time to rebuild for a third time
Lua Error:
tolua++ dbcall failed!: [string “–shared\functional\SANDBOX_DATA\CCarCalculat…”]:45: attempt to index field ‘Chassis’ (a nil value)
You can CTRL+C on this to report it.
OK
---------------------------[/quote]
I’ll get errors like that, not sure if the same exact one, and I have to restore from a backup I am keeping. No idea what does it :\
ive managed to rebuild a faster and hopefully more economical car so i wont have to go through that pain of that error again
Back up to 6th for me. Do I dare try to revise it? Last time that didn’t go so well…
[quote=“mer_at”]got a question for the fuel usage.
All cars did start with 15 (liters) of fuel, will this happen in the race too, or will every car be filled individually?
Because right now, i would have driven 7.5(L) around for no reason. And the car with the worst fuel economy did finish with 0.0L left, which would be ideal for every car. [/quote]
Actually if you watch the video again you will see he runs out on the straight, once he stops he is removed from the race and gets DNF on the last lap, he is not dead last on the board because this type of race is best lap, not who gets 1st/2nd etc.
If I’m reading it right, the format for this one is actually a literal race, not a fastest lap - so consistent lap times will be big, here. These 10-lap tests are just to estimate fuel consumption, I think.
Ohhhhhhhhhhhhhhhh, gotcha. Well I dont think I will change my car, have no clue what I am doing with it anyway, need some tutoring on suspension setup.
My best understanding of the setup based on Tests 2.5 and 3 is that this is good:
and this is bad:
Other than that, what I did was increase damping front and rear until it stopped improving both Sportiness and Driveability and then just fiddle until I got sick of fiddling.
Why is the 2nd one bad?
The splits for the fastest lap of the green car in the BROBOT were 52.24, 49.74, and 59.45 (down from 64.37, 51.27, and 66.34 in-game).
The splits for the fastest lap of the salmon car in the BROBOT were 52.44, 49.87, and 60.82 (down from 64.09, 50.94, and 65.94 in-game).
In other words, in the three sectors, the green car gained 12.13, 1.53, and 6.89 seconds, respectively, where the salmon car gained 11.65, 1.07, and 5.12 seconds, respectively. The green car was 1.02 seconds slower in-game and 1.70 seconds faster in BROBOT. And the only difference I can find that might explain that is the yaw rate charts.
[quote=“Packbat”]The splits for the fastest lap of the green car in the BROBOT were 52.24, 49.74, and 59.45 (down from 64.37, 51.27, and 66.34 in-game).
The splits for the fastest lap of the salmon car in the BROBOT were 52.44, 49.87, and 60.82 (down from 64.09, 50.94, and 65.94 in-game).
In other words, in the three sectors, the green car gained 12.13, 1.53, and 6.89 seconds, respectively, where the salmon car gained 11.65, 1.07, and 5.12 seconds, respectively. The green car was 1.02 seconds slower in-game and 1.70 seconds faster in BROBOT. And the only difference I can find that might explain that is the yaw rate charts.[/quote]
As far as I can tell cornering speeds and stability require extremely precise settings in order to hit the sweet spot in the yaw rate. The yaw rate change based on the weight and weight distribution of the car and will change as you change other parts of the car, which can throw lap times off when comparing different engines and what not. At least it seems to stay stable for around a 5-10kg change in car weight and the reason the 2nd graph is “bad” is because of how sharply the yaw rate turns at the top into the drop. That means that at that speed all of a sudden the car loses grip and spins out, which causes the AI to drive under-speed in the corners to avoid a spin out. Getting a gentle curve as well as figuring out what “s” values your car likes is key to tuning the suspension. I have spent more time on my suspension tuning than any other part of the car and was able to achieve 20m - 1.2g @ 56 kph… but it somehow caused a slower lap time than my current 20m - 1.17g @ 54.6 kph.
EDIT: By gentle curve I mean anything smoother than direct drop off… but I could be somewhat wrong as my graph has a pretty steep drop-off to under-steer but works well for me. Also, bottom-out (ride height) makes a big difference on green hell, but kills times on the other tracks :\
Just wondering, is anyone else’s car not achieving the same top speed on the back-straight as in-game? I can not tell why I only hit 174 when I do 180 in-game… tried increasing car weight to simulate fuel and only lost 1 kph off top speed for an extra 70 kg…
I don’t think the in-game calculations are dynamic like the BROBOT challenge AI is. There are driver errors and traffic in the challenge, while the game calculations are for The Stig and static. Just my understanding. If you look at the bottom right of the screen you see data scrolling up which often shows various “driver errors” which effect the lap times, and probably other aspects of the race as well (grip, fuel, etc.).
EDIT: If it’s of any interest, in the last race I hit 184.1km/h and in the game I hit ~185km/h on the Slingshot.