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Oh hey, there's a thread here too. ... I have to admit I'm not sure how interesting I'm finding the rest of the game but I'm having a hoot tweaking cars for the SASC GT thing. Am I the necbkeardiest of neckbeards?
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# ¿ Sep 21, 2017 19:33 |
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# ¿ May 14, 2024 03:12 |
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MrChips posted:Once the rest of the game gets fleshed out some, I think it could be really quite good...I mean, I'm pretty interested to see if I can go dominate the world of sports cars in tycoon mode as much as anyone, I suspect. I just kept looking up things and coming across dev responses of "we're not making a racing game, that won't ever be implemented" and like, ugh, fine.
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# ¿ Sep 22, 2017 01:55 |
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I'll have to mess with things to figure out how to do it even ignoring various tools but the SASC challenge is inspiring me. I kinda want to try to set up something late-60s-Trans-Am-ey. Not exactly Trans Am, but sorta like, and I'm spitballing here... big GT class you get either 5L pushrod or 3L (D)OHC, small GT class you get up to, I dunno, 2L with 2V or 1.6L with 4V, and a Can Am class where it's run whatcha brung. Maybe emphasizing more towards 2 hour races instead of longer ones to deal with the reliability. No fuel burn rules because it's the 60s, but obviously burning less will mean fewer pit stops... The twist I'm not quite sure how to do (I mean I have ideas but I need to do math and poke around at that part of the game) is that you have to base the racing versions of the GT cars off of the same chassis/engine as a sellable production car and you'd have limited resources. So like, if you were basing around an econobox that sold like hotcakes and made your OEM a lot of bank, you'd be able to stomach pushing things harder and occasionally blowing up expensive race versions of the engines because you have more of a resource pool, while something closer to suited for purpose wouldn't sell as well, but would probably be fast with less money and less tuning to destruction. Just thinking at this point.
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# ¿ Sep 22, 2017 16:33 |
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This sounds like a weird nitpick, but are they ever going to get rid of the idea that 5V/cyl was anything other than a dead-end?
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# ¿ Oct 22, 2017 04:19 |
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Got my Group B entry from SASC90 mostly translated over to UE4 for the SASC91 challenge (well, I'm making assumptions about rules but nevermind that) but... argh, not being able to pile on downforce is annoying me, given how much I used it. Lap times on ATT are back up in the 2:01 range; might have to do something completely different.
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# ¿ Nov 19, 2017 17:53 |
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I'm just at the stage of trying things to figure out how the UE4 driving model responds. Translating my Group B car over is kind of a ... "well this worked there, what about here?" thing. Trying an interpretation as one possible starting point, you know? The suspension is completely different tuning-wise but honestly it makes more sense to me what works now than what did before. Waiting to hear how the "small displacement engines get a boost" thing works and how fuel consumption is calculated now before I even pretend I've finalized anything, of course.
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# ¿ Nov 20, 2017 17:41 |
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Yay! Although the one I was working with wasn't bad. Now I just need wings and for them to do things...
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# ¿ Jan 2, 2018 13:26 |
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Woo! Time to start experimenting with the Unreal version then.
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# ¿ May 16, 2018 11:52 |
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I haven't gotten stuck in yet to try to figure stuff out but any advice on making tools to do race-distance calculations like SASC-90? I'm thinking of an IMSA offshoot - performance capped more by displacement per weight with modifiers on how many QP are available. Like, IMSA allowed race engines at one weight break, production based stuff at another, so on and so forth... so in the GTP-equivalent, you could have turbos with some maximum compressor size at one weight break, 2 valve engines get one QP number (IMSA allowed aftermarket heads) and up to 6.5L at another weight break, 4+ valve engines with a lower QP number at another up to 5L, and 3.5L 4+ valve engines with a huge number of QP to represent the F-1 derived stuff that was allowed in. I need to mess about to figure out if it's even possible to do - and might be fun too because some stuff might end up with very different fuel consumption and reliability.
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# ¿ Jun 13, 2018 23:02 |
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Welp, may have to get a wheel again.
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# ¿ Jun 15, 2018 14:28 |
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I get why most games don't treat AWD systems like that though. "OK, now write an algorithm describing torque bias as a function of various variables" is nontrivial for a bunch of people IRL.
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# ¿ Sep 8, 2018 13:03 |
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How Disgusting posted:How accurate is automation's thermal model? It's not. Doing accurate modeling of ... quite frankly a lot of things is way beyond the scope of something you can buy on Steam for $50 or whatever. I don't know what's under the hood on how Automation does its engine modeling but I know how real, experimentally verified, engine simulations work, and there just plain aren't enough inputs in Automation where it will accurately represent an arbitrary engine. They have probably messed with it such that it looks about right for certain configurations but it 100% is not accurate enough to, for example, model the differences between a 429 Boss and a 429 with wedge heads.
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# ¿ Nov 11, 2018 16:03 |
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I look at it, it's fun, in many ways the way things affect each other are like reality, and it's about tinkering with cars and engines. It doesn't have to be perfectly representative, it's a game.
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# ¿ Nov 11, 2018 17:18 |
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This may mean entirely new concepts for my next ARXL car - part of me is now imagining a twin turbo I4.
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# ¿ Sep 25, 2019 01:54 |
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I suppose this means I need to reinstall and start working on designs since I can't reuse the last season's car. Hope the personal upheavals are just of the 'busy' not 'negative' sort
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# ¿ Nov 16, 2019 23:29 |
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Well, as another Automation player... I have no idea; never tried the campaign, too busy optimizing sliders.
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# ¿ Jan 25, 2020 00:33 |
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Wait, no mid-transverse AWD? BOOOOO.
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# ¿ Jan 31, 2020 23:36 |
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As opposed to totally common V16s
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# ¿ Feb 4, 2020 04:11 |
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Are there new sliders to optimize though?
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# ¿ Jun 18, 2020 00:32 |
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MrChips posted:Also, I have launched Season Two of the Automation Rallycross League on the official Automation forums, you can find it here! gently caress yes, another opportunity to optimize sliders!
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# ¿ Oct 7, 2020 19:15 |
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Aw, I'm going to have to relearn how to break turbos.
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# ¿ Feb 19, 2021 00:27 |
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# ¿ May 14, 2024 03:12 |
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Hum...
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# ¿ May 23, 2023 03:11 |