UPDATE -0.5 (updated renault file in second folder after extraction of zip)
-Increased mass to account for drivers, co-pilot and fuel.
-Used Dash Meter Pro to adjust grip level to match real telemetry for tarmac and gravel.
-Braking should be done earlier, car weight transfer is more pronounced. Trail braking and oversteer under braking more pronounced. Brakes lock up easier in corners.
-Fixed understeer under braking in Ford Escort MKII and other RWD cars.
-Increased rpm limit on Audi Quattro Sport to 7,500 rpm
-Fixed weight distribution of Lancia S4 from 55% front to a correct 45% front
Dirt Rally Telemetry using Dash Pro Meter
If you want old damage and new physics, restore your raceload.jpk file and n2d files from the RFPE backup folder.
Previous version I erroneously thought values for wet gravel were independently set which is why heavy/medium gravel felt like mud even in dry conditions. Gravel grip increased to match dry conditions.
Tarmac in action
Reworked the difference between rolling or optimal friction to final/sliding friction to match real world data (WRC articles).
Tarmac grip falls down by 26% Dry/ 20% Wet for Germany so sliding is only recommended in sharp turns and hairpins, otherwise you are losing too much grip (just like in real life)
Gravel and snow falls down by 10% so there is still grip to be had in the stalled region (optimal slip angle 15-16 ° based on real WRC data)
New slip angles for Tarmac 6.2 ° (more response from steering wheel)
Increased slip angle for Gravel to a more realistic 16° for Gravel, 15° for Snow, Ice 12.3° (winter studded tire used as reference)
Fixed Rallycross (AI drivers don't spin out in certain sections) 7° slip angle for Tarmac ( from Cooper Tyre data)
Fixed R4 cars, don't feel floaty, wheel spin is properly modeled.
More info coming. if anybody has articles, real world data for rally send it my way.
Method to my madness below,
ps (friction values for ice/snow not comparable to other surfaces, ice values is higher than gravel but still feels lower in game because of other factors controlled by the game for that surface, including but not limited to rolling resistance. )
Graphs for Grip vs Slip Ratio
Grip vs Slip Angles.
In Codemasters defense, their grip values for tarmac in modern Rallycross are already lower than Germany and the loss of grip is 20%(more realistic) than the 12% loss on germany tarmac.
Original Alpine A110 also has very different grip values than the rest, probably since it's the lightest of all the cars, much lower grip values for all surfaces.
0.2 Version with all cars
Added Pikes Peak, 2000s, Rallycross, 1960s, 1970's.
Improved inertia values for most cars and other small tweaks.
Cars are more planted at higher speeds and bumps, subtle change from 0.1.
Found grip values for Wet Gravel, reduced accordingly for Finland Pikes Peak and Wales. Much more fun in the rain!
Input is appreciated!!!
1. Have RFPE 0.4 installed, (available on this site)
2. Extract all CTF files in main Dirt Rally folder then start RFPE mod 0.4 and play.
I'd like to thank the creators of the RFPE mod and Forzakof for all the hard work. Also thanks to Avo77 for pointing out how to mod the rest of the cars. Would love some input from experienced sim racers and real drivers.
Alternate Physics 0.5a Renault 5 Turbo fixed (improved grip w/ telemetry), increased mass 0.5a
Modified CTF Physics to be used with RFPE Mod 0.4