Dross Free Assetto Corsa Conversions
Without Me You are Nought.
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Consider RWD the default and only use FWD, 4WD, or AWD
Consider Manual the default and only use Auto etc etc
AC to RL
If you were to build a real car using the physics parameters of an AC car would it still be practical to drive?
You will find in most cases the answer would be no.
From more modders than you would expect and indeed Kunos themselves.
(The biggest culprit would be the springs falling out!)
Isn't this the minimum you would what from the simulation? AC can never replicate a real car as a simulation will never run anywhere near realtime. Let alone the compromises needed for a game.
But if your input to the Sim would not work in real life are you really simulating anything?
For every example of a user saying the physics are shit I can find a mod with physics that in the real world would be absolutely insane, that is lauded for its realism.
I hope to pass this test with my mods but I've done a shit tonne over the years and as I never finish anything you will find a lot that don't.
But if you happen to know of errors which may be of importance please point them out.
Please refrain from saying the physics are crap or the FFB is lacking, or god forbid harping on about IP.
ps FFB is set from the front suspension geometry. Apart from the overall force level it can not be adjusted by the mod maker, unless they have some wiggle room in said geometry.
I last mentioned this when I just so happened to get the front geometry entirely wrong, in the now deprecated Formula Fords, so the point was somewhat lost.
AI gear ratio selection --------- ai_default.ini
Been a problem for quite awhile now but highlighted whilst doing the 1995 CART mod.
Speedways can be geared and winged for over 400 kph whilst Short ovals can be below 300 kph.
This large difference means the use of ai_default.ini as a saved setup is unavoidable, however the AI won't use the gear ratios from that file and also lose the ability to change the final gear ratio to an appropriate one.
The Fudge is in.
In setup.ini toggle USE_GEARSET=1
Design a generic gearset or more, that the player can use,
Design a fine grained choice of Final Drive ratios for the player to use.
In drivetrain.ini use 9 really close ratios and a final drive ratio, ensure these do not share any value with any ratio available to the player.
The AI won't use the player's gearset, as none of the values match, so defaults to the values in drivetrain.ini. On track it now has more gears to work with, hopefully allowing it to run at any speed.
In the example above the AI would only use 9th gear at say Michigan but would only ever get into 5th or 6th at Milwaukee.
Works 'perfectly' in the above example or in Karts with only one gear.
Bugbears:
The gears used may not reflect real gear ratios.
Nine gears in the setup GUI is displayed somewhat messed up. (more than six doesn't seem to fit)
And I guess it can be confusing to some. Although never as much a Pain in the Arse as having to explain it.
