Fixed grip from copying error for all RWD and FWD cars for gravel, wet gravel and snow. Sorry about that. Too many cars.
-Incremental increases to yaw and pitch inertia, more pronounced weight transfer, reworked values to compensate for driver and copilot weight. Used real vehicles for reference as much as I could find, as well as an inertia calculator for rfactor2.
Increasing the yaw inertia proportional to driver and copilot,
added weight makes cars behave better over jumps, cars were already more planted before but this update makes Finland a lot more drivable. Also, with the increased inertia it is harder to recover a landing from a really high jump.
This is a comparison between WRC STI 0.7 version on top and 0.8 on bottom
I recommend using the brakes mid air to adjust the pitch forward and gas to make the car lean backward while midair.
Also cars suspension soaks up bumps better so RWD cars are not as twitchy in the rear when cornering. Cars carry more speed through corners so brake a little earlier.
-Adjusted default braking bias on RWD cars to be more neutral, easier to trail brake,
brake bias adjustment doesn't seem to work in game with the plugin but all other car settings work normal.
-Audi Quattro power delivery smoother, earlier version was not very responsive at low rpm.
This update includes the RFPE launcher and plugin.dll
extract Alt Physics 0.8 files in Dirt Rally main folder
Start RFPELauncher then START Dirt Rally
(I thank Come Over Gaming for the RFPE plugin and the ability to mod the physics)
Changes in 0.7
(Working on downforce/aero next update)
Increased brake torque values, brakes properly lock up on gravel.
Tweaked Greece dry gravel, sliding friction doesn't drop off as much as Wales, (was able to get more information on dry gravel)
Tweaked rear slip angles on gravel tires, there is more of an initial lag/understeer when tires first start to dig in heavy gravel.
Car still oversteers under high throttle, heavy braking and high body angles.
Incremental changes and fixes in this version
Increased grip for Group B and Group A to more closely match WRC cars, gravel grip was lower on these cars and it was really difficult to keep on track in rain gravel compared to other awd cars. Still not as grippy as 2000s and modern WRC cars but more manageable.
Increased slip ratio for gravel to match deep gravel.
Longitudinal slip comes at a higher wheel spin, feels more natural, engine bogs down before reaching redline doesn't spin as freely like it is on ice. Change is not drastic from 0.5. Wet gravel will still spin more freely.
Lateral grip remains the same as 0.5 version.
-Audi Quattro Sport RPM revs up to 8000, HP peaks at 7500
changed weight to correct fully loaded weight, as well as weight balance.
-Fixed power of Ford Cosworth, doesn't feel as sluggish.
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.
Tarmac in action
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 0.8 CTF for RFPE all cars (Reworked Pitch/Yaw inertia, cars more planted on jumps) 0.8 Hotfix
Modified CTF Physics to be used with RFPE Mod 0.4