Updates 7/27
Just started driving today to Indianapolis, time to write a quick update on Assetto Corsa updates
Stafford track - finished and pushed out to L1! It got final touchups, especially in pits area, and bunch of meshes were reorganized for GPU efficiency. Track is also available now on SimHQ website and Gumroad and Payhip prices have been reduced as well. Happy to see SIMHQ run my tracks at FD events!
Past weeks have been almost exclusively dedicated to finish the IRP track. Instead of driving the big “fishhook” from initial plan it was decided to run infield course but adding new pavement to allow wider, smoother and faster tandems. After FD announced the layout and further testing took place, I updated my recreation (0.84) which moves the start gate about 50ft back. Its very different from other rounds because the external gate from pits to the track doesnt allow to move chicane back safely, so we had to just make lead driver chicane much longer to allow chase driver a more comfortable run-up for initiation. Things may be adjusted during FD event but thats basically current solution, will see in just a few days.
Also in this update is reworked start gate countdown lights as in very rare cases on certain PCs and old CSP versions in busy online servers the Lua GC would crash the game after a while. If anyone has similar issue with Stafford - please let me know and I will update FDCT as well.
FD Pits in IRP got a polish and fresh surface, as well as dragrace lane and surrounding environment has been polished if you want to wander around the area. I might make a dragrace startlight for kicks and giggles, maybe even timing. It shouldnt be too hard but might take about a day of coding and testing, so only if im bored or ppl request it. Not sure if i should set up another layout for oval racing or build it as a separate track or not bother at all as I dont see much interest for oval racing in AC.
The “second pond” on south side of the oval is not visible anymore and now fills up and only appears conditionally during rain. We might see it also happen IRL next week as weather forecast for the weekend looks rainy. Hopefully it doesnt overflow onto the course.
CARS
Working on fully rebuilding Brutskiy’s car from new scans as old one wasnt super accurate. No measurements or preset values. All joints and links placed exactly as in the 3d scan, the Wisefab V2 Long Trail is very different setup so instead of adjusting lengths and offsets i just rewrote the front cosmic links from scratch, all offsets are zeroed, track width offsets are zeroed, and the car just works like it should from first run. Rear has been fully readjusted as well. Because of the rewrite old saved setups will NOT work and must be discarded. Super happy how the car runs physics wise, I need to polish visuals before pushing the download to public, however a dev version link is available to L2/L3 in Discord. Last night we did couple hours of testing and Dima enjoys the car! Crazy (but not really) that the suspension is based on no other data than bunch of 3d scans pieced together and it just works :)
For past few weeks I’ve also been diving into creating driveline flex/lash simulation. Its how the car lugs and jolts the car mass forward and back in low RPMs doe to driveline gaps and solid joints, also responsible for wheelhop in certain cars on clutch dumps.
Its all very experimental yet feels quite natural in a motion rig. Currently available on Branden’s BMW, dev version in Discord for L2/L3. I would love to push it to all cars but still want to test more if its jot a big CPU hog.
DMGP cars.
Changed the tires. Its more of a conversion from my FD tires so all the good things and bad things that come with it but better than what was there before and i just wanted the cars to be capable on all my creation only. So all 3 Trinity Racing cars have fresh new tires and to me they feel great. Obviously not a final version, just better. Would love to get some feedback!
Conor’s DMGP car got a revised engine. Dyno graphs just arent enough. Examining Ecumaster logs i decided to rewrite from scratch the power plant with more accurate boost spool curve and power curve.
Its a lot of extra work but totally worth it for turbo engines to feel natural.
Signed off from my PC for a week to travel to Indianapolis then back to Vegas. Will capture all the details and final layout at the event to publish final version after event. Will probably acquire a few more 3d scans and maybe sounds, although the plate is fuller than full already.
Thanks everyone for continued support and feedback!
Til next one,
Valters
Comments (2)
what app is this with the power graphs?
Its my own debug app
