V6 Supercar's Season 1 (Dead)

Frick, I’m having persistent workshop mod problems. I unsubscribed, clean reinstalled, resubscribed, verified the files multiple times, waited for steam to finally sync, and it still won’t load some of them! This is holding me up.

sounds like a problem i’ve had
try deleting everything from this folder: C:\Program Files (x86)\Steam\SteamApps\workshop\content\293760
and verifying game cache, it should load every steam workshop mod ingame after that if not idk

I put the Boss 385 V6 engine in mine.

Ok quick one before I make and submit: anybody know where to find vmo’s diffuser and canards? I can’t seem to find them on the workshop.

Here are the steam workshop files that they come in Just for you strop.

they came from the game data folder (not the zip folder, the contents inside it)

or download them from here: steamcommunity.com/sharedfiles/f … =468051473
and here: steamcommunity.com/sharedfiles/f … =468049817
VMO Diffuser and Canards.zip (985 KB)

Hell yeah you’re a champ. I hope this works! I should have something done tonight.

no problem

Ok, resent it. I’ve gone so far as deleting everything and importing it back in from the files I sent you and that worked fine. So if still a problem then I don’t know.

I have used mods from the steam workshop, so, could that be an issue?

Changed the car also to take into account the wide tyre allowance. (And made it quicker ^_^)

Ok I’m still having trouble. I downloaded the files. I stuck them in the game data folder. I also saw that the files exist in the steamapps/workshop/content/… folders too. I went and verified through steam.

I’m now getting “the file does not exist” error messages!!!

I’m going to try downloading the workshop way AGAIN and force steam to verify the files. I don’t know how to make it actually download the files properly, because I can never seem to tell when it’s going to bother to update them for me.

EDIT: hooray, got it to work at last. Something will be forthcoming.

Just send it in on time

The Chassis Building stage is now Closed and the Accepted entry’s are:

squidhead with the KHT Donington


UMGaming with the Valatation

KLinardo with the Executive

koolkei with the CookieMobile

Absurdist with the MkIX

strop with the Feltram Reborn

Here are the chassis, here is the strawpoll (Only two slots open), go vote!

Straw Poll Link: strawpoll.me/6043804

you hyave 1 week to vote, voting ends on the 26th (NZ time)
Chassis Entry’s.zip (603 KB)

Lovely, a nice even spread to the voting so far. I spent a few minutes doing a quick maxing out tune, and will give you a quick guide as to which pairs of cars to aim for, as there are effectively three tiers of car here, coincidentally very well matched with each other in terms of performance in terms of times around the track.

Tier C: UMGaming’s Valatation, and Squidhead’s Donington

Valatation

  • IMHO the best looking car here. Sweet Mother of Canard Bodywork, it looks like it belongs more on a 2016 spec AGTE car or a Time Attack Pro car.
  • Unfortunately lack of spending on fixture tech and aero tech really crimp both its drivability and top speed in high downforce configurations[/list]

Donington

  • Also a great looking car that fits the look nicely
  • Almost exactly the same issues as the Valatation
  • Note, like most of the cars here, has been ventilated appropriately, so has room to move and still have sufficient reliability

Tier B: KLinardo’s Executive and koolkei’s CookieMobile

Executive

  • Much executive, curiously I detected only one lip and one wing
  • Um… interesting brake choice. Should the setup be changeable expect significant gains possible on drivability
  • Car only tested with the Boss engine because the chassis comes from the same manufacturer. Not sure what implications this has on using Niall’s engine, but there’s a significant weight difference between the two, so expect some serious balance changes if using KLinardo’s chassis, and Niall’s engine!

CookieMonster

  • Probably the most esoteric styling of the lot. Noted for two lips and only one wing
  • Again, also some room to move on the brakes and aero
  • Fantastic low speed grip but having front and rear tyres be the same width makes for very finnicky suspension tuning… (I say this now, but wait until you see Absurdist’s car…)

Tier A: Absurdist’s MkIX and strop’s Feltram Reborn

MkIX

  • Awesome cosmetic racing vent placement ohhh yeah
  • Two wings and one lip on the rear makes for a lot of rear downforce
  • This car seems to have been already mostly tuned for you. I couldn’t get much (or any) extra out of it, except, of course, if you’re allowed to chance the wheel sizes, speaking of which…
  • Front tyres wider than rear, now that’s a setup I don’t see everyday in racing (note: this ain’t no Nissan GT-R LM Nismo!)
  • And somehow it works better on some tracks than others… I’ll leave that to you to find out
  • Also the one car that came with half the vents already taped over

Feltram Reborn

  • I think the rear end is its best side, so please take a look (note: requires VMO mods)
  • Two lips on front and two wings on rear means a difference in the downforce balance
  • Like some of the other submissions I haven’t tuned the uploaded version at all, so you have a lot of room to move!

My suggestion is, if you want an even competition between two relatively homologated models, you’d vote for these pairs, regardless of which pair actually ends up being in the competition.

I’d also like some clarification on exactly what we can and can’t change on these cars in the race tune stage!

Hmm as you say, a balance between tuning for race and building the chassis is something I found confusing to be honest. I wasn’t sure whether the car should be tuned or not. In the end I went tuned, because I wanted it to be competitive with yours Strop ^^.

Perhaps in the next one (And I really hope there is a next one because I love this format), a clearer distinction of roles and aims would help.

Also, I know I’ve been a massive pain, thank you UMGaming for doing all this.

OH GOD… WHAT HAVE I DONE…

my car is as ridicolous as the name itself… the colour… the fixtures… Big wheels with thin rubber… indented front bumpers…
my car is screaming “KILL ME!”.

and i built that car sober… not drunk…

anyway. looks aside (really, just DONT LOOK), highest sportyness, and second highest reliability.
again with my reliability -_-, last time, i tried to submit a racing engine… with 75 reliability…

and strop. i picked the smallest brake possible on purpose… i was trying to squish out any useless weight. not so successfull, but i did get a decent economy rating in the field.
also i agree with me and klinardo on the same class… only our cars have 90+ sportyness :laughing: :laughing: :laughing:

and UMGaming… your car… is that skirts? i never saw any mod have that… that’s neat

Well… it’s the same one as this, so it’s elderly friendly

On a serious note, since there are such close groups of cars, shouldn’t we be voting on groups, not on individual chassis?

Frankly if anything not mentioned as fixed is allowed to be tuned, I’d be sorely tempted to pick your car over mine. Why? The placement of the rear lip.

The graph no longer represents what actually happens to the car’s aero under active wing conditions, and so contrary to what I believed (and what may have been happening in the previous builds), aero seems to now change when the slider exceeds 25 if both wings are in the same zone, and there are no lips. Thus, somewhere along the line, the optimal method of placing lips and wings has changed and may actually return to strongly favouring more rearward downforce (certainly testing this on rebuilds of my old excessively powered cars seems to support this, where I’m getting ludicrous 1:10 out of a barely driveable 1700hp turbo rocket on Airfield… that hasn’t happened for a while!)

Either that or I just don’t really know what’s going on with aero anymore, since in a build just before this one, tunes with equal front and rear downforce also returned excellent times. Actually to be honest I’ve stopped thinking about how the simulation worked until all the other parameters got sorted out, and then track simulation mechanics got an overhaul.

Much Executive? Can I get a little explanation there?

There is only one lip and wing because I though only one wing was allowed and I’ve never even experimented with placing two wings. There was originally two lips, but the saving bug wiped out that version and then my game became very angry that I was trying to place a lip near the deck-lid of the car that would have made almost a dovetail spoiler. I eventually got so mad at having to send so many revisions that I just gave up and sent in what you see.

I don’t know what I’m doing with my brake choice. I aim for 0.0% Brake Fade and the shortest stopping distance possible with my size, pistons, and pad adjustments. I wasn’t too concerned with drivability since it seems to be relatively high on my car. Like I said in the past, I’m an engine builder, not a chassis tuner, so I’m really fumbling around when I get to that part of the game. Just glad to have a chance at a complete entry from Boss Motorsports in the running.

Re: ‘much executive’, I’m merely saying the car looks very executive. Except I was also vaguely referencing an internet meme which has spawned a celebration of horrendous grammar: en.wikipedia.org/wiki/Doge_(meme

About brakes: Currently, the bonus from drivability from minimising ‘pad sportiness’ while keeping brake fade at 0% yields best results on the track as well as in the market. However, this led to the identification of exploitative behaviours not consistent with real world engineering considerations when beta testing, and exactly what was meant by ‘brake pad sportiness’ was a bit nebulous. So in fact, this will change in the upcoming builds anyway :laughing:

About aero: the drag versus negative lift from the wings and lips is modelled on the real aero effect curve based on angle of attack. Thus there’s a point at which the fixture is acting with greatest efficiency. Having multiple elements increases the effect, such that maximum effective aero area is increased, or else the same downforce can be achieved with greater efficiency. The number was originally limited to two apiece because a few players, myself included, liked putting like 40x wings on a car which gave ridiculous amounts of downforce with greater efficiency… it was like putting a top fuel dragster wing or an F1 aero package on a car (the game broke at about 2 tons of downforce at 200km/h.) Also note that this was before the days of duplicating fixtures with the shift key…

Now that engineering times and costs will be introduced into the game, I anticipate that maybe, that restriction will be lifted because having multiple elements will result in ridiculous engineering costs like over 9000 trillion dollars or something. And tournaments will change to reflect this (and give greater in-depth gameplay in terms of how teams/factories build their cars).

[quote=“strop”]

I’d also like some clarification on exactly what we can and can’t change on these cars in the race tune stage![/quote]

Thanks for grouping this out, I can change the straw poll to a group voting if you guys want.
As of the race tuning, I can make that more clear for you guys after the voting is finished.

Just keep in mind UMGaming, the developments are still flowing pretty quickly. I estimate it’ll be no more than three weeks before the next open beta comes out with V12s and massive changes to lateral grip, plus several changes to UI in terms of selection of brakes, mufflers and probably more I can’t remember!!!