Real challenge physics mod

Real challenge physics mod 3.2

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Physics tuning;
AI times tuned to each track (FP, QP, WU and RACE);
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Some physics adjustments;
Some vehicles were with missing variables;
Improved some differences between the bikes;
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Huge physics improvements;
More stable and challenging AI;
- Improvements made in the brakes;
- Improvements in behaviors of some bikes;
Nothing changed. Repacked the DATA.MIX to solve the corrupted data.
- The re-worked NearRear camera is now a new camera. It is just after the ground camera;
- Minor physics issues;
- Re-worked near follow camera;
- Minor physics issues;
- Refined behavior of the ducati (it was too unstable);
I forgot some improvements in physics... added now!:roflmao:
UPDATE 2.1!

- Improvements on physics (Braking)
- Improvements on tyre wear
- Improvements on wet conditions

- Improvements on near camera (more sense of speed - to me at least :D)

- Enhanced diferences between the bikes
a. Yamaha / Suzuki are the best for beginners, but do not have much top speed / power, needing to be more bold in braking to be competitive;
b. Honda have a good power but is a little unbalanced in cornering. I've tried a lot replicate the behavior of this bike ("stop 'n go"), hope it is enough;
c. Ducati have the better top speed and torque, but is a little hell stop this bike (accordingly with what i read out there). Shakes a lot;
d. Ducati GP14 is difficult to corner, it opens too much, needing to stop before the regular brakepoint. I read somewhere that this bike do not make curve very well;
c. The Aprilia is unbalanced and with no much power and top speed;
d. ART is an ART;:poop:

Because of the electronics, the only true challenge of motogp in the 2015 season was have a good corner entrance. This mod can be not equals to real life, but is truly a challenge stop the bike. Allied to a refined tyre wear, you need to be more racional in the race while you can go faster in FP AND QP.

Waiting for VR46 The Game! (MGP13 with some graphics improvements)
!UPDATE 2.0
Totally reworked physics!

* Corner entry:
- Much instability during a strong braking comming from high speeds;
- Lowside if you pull the brake too much on high lean angles;

* Corner exit:
- More torque power;
- TCS refined to helps you better with this new torque power;
- More difficult to have highsides if using high TCS (according to the electronics of that year)

* Tyre wear:
- Accordingly to yours brake/throttle use - more power, more wear - be wise;

* Tyre grip in wet:
- With a strong acceleration the wheel spins, having need to be more smooth to get better grip;

* Less tyre grip on grass

* AI realistic laptimes (according to the results and statistics of the season of 2015) - The WET performance is just more 6~7 seconds
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- Added the correction in laptimes of Aragon ;
!UPDATE 1.7

- Changes in physics (basically rolled back to the 1.4 version with some improvements)
!UPDATE 1.6

- Improved change of directions;
- Reducted tyre grip in wet;
!UPDATE 1.5

- Improvements in corner exit: needs to be smooth in throttle;
- Improvements in launch control: now it's more challenging the race start. You need to be smooth;
- AI improvements: undid the difficulty levels. Now it's according: simulation is simulation to realistic laptimes;
- AI improvements: they fight and defend more their positions;
UPDATE 1.4

* Changes on the physics: bike slides if you brake too hard;

* Difficulty levels changes:
- Very easy : Easy
- Easy: Medium
- Medium: Hard
- Hard: Simulation (Laptimes near to real life)
- Simulation: Insane (for people who like to suffer / laptimes like PRO game players)
UPDATE 1.3

- Refined tyre wear;
- Refined AI lap times. Now works with whatever difficulty, and the AI changes his behavior for each difficulty too;
UPDATE 1.2

- Refined lowside conditions;
- behaviors of each specific bike refined;
UPDATE 1.1

- Physics improvements (lean while braking and change directions);
- Tuned behaviors of each specific bike;

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