ThanksClick unwatch thread on top of this page. To the right from the pagenumbers row.
ThanksClick unwatch thread on top of this page. To the right from the pagenumbers row.
I am making a mod that will allow me and others to experience the C5 in its many flavours, from stock to ridiculous. I know what these flavours are. I know what this car feels like at all levels of development and I know I can do it more justice than someone who does not have the very broad base of experience I have with this chassis in real life. I would like to use this game to deliver the experience, simply because it is one of the better looking game engines that permits modding.If anything, we've tried to help you, and it's something everybody has seen. The only one trying to undermine in this case the game it's you, spreading all this nonsense, clearly showing three things; one, that you never read (or rather, you don't pay attention while reading), second, that your knowledge is clearly inferior than what you think, and third, that your only intention was, and is, to attack the game and grab some attention.
Makes sense and note taken.Folks,
your discussion is getting to kindergarten levels of conversation. Final warning. Move on or I'll have the thread closed (personal note: I REALLY BELIEVE this thread should've been closed btw)
The last 20 (the last thing decent I saw is in page 11) posts I see nothing but blah blah blah blah blah blah blah blah dog food meat blah blah blah gin and juice is good blah blah blah...
I really believe this thread had potential but all gone down the drain, but I truly believe in redemption and that you can discuss AC physics of your ongoing projects or in general in an adult, polite, educated fashion.
Three strike mode engaged.
Only as part of a 30 car mod pack. 1999 FRC, 2001 - 2004 Z06, modded FRCs, Z06s based on popular community real life cars, and a few of the memorable Speedvision GT C5 Z06 race cars (all built from the C5 Z06 race kit GM sold in up through 2002.)So, are we getting that fudged C5 at any point ?
What do you mean by "begins working"?aggressive aero that begins working as slow as 30mph
Begins working; as in, you can feel the effect of,.is noticeable, contributes positively to handling at low speeds vs aero that comes into play under heavy braking from high speed or lends overall stability in high speed bends etc.What do you mean by "begins working"?
I think 30 is a bit of an exaggeration, and if not, it's shows the entire problem with the concept of feel. Aerodynamics work on the square of speed formula, that is, at lower speeds they will always have much less downforce than at high speeds. There's no exception to this - besides massive aero stalling/separation, but parts are specifically designed not to do that. So even if that autox car has a huge ScZ, adding 10 liters of fuel or getting the tires a little hotter is going to have a more noticeable effect (at 30 you're only going to have *maybe* 20 lbs of downforce from that wing - assuming a 0.8 ish ScZ, which is typical for a big rear wing, and I'm sure a decent portion of that is just counteracting the car's inherent lift).Begins working; as in, you can feel the effect of,.is noticeable, contributes positively to handling at low speeds vs aero that comes into play under heavy braking from high speed or lends overall stability in high speed bends etc.
With the C5 its tricky to use aero to address lift and stability without impacting cooling - so many folks don't bother outside of competition cars because few of the mods needed are easily reversed. You can't just slap on a wing and call it quits. I guess I am a sucker for punishment - our street car runs pretty aggressive aero.
In stock form the car is a bottom feeder that scoops air up into the front of the engine compartment to feed the radiator and a/c. This air piles up in the engine bay. The air also enters the front wheel wells from the brake cooling ducts and hangs around without vacating in a timely manner. The Z06 also has stylish looking mesh vents in the front where the other models had fog lights - air rushes in here and fills the front bumper cavity and again just piles up.
None of these are really major issues at low speeds, but contribute to front end lift at higher speeds. The coupe suffers less from this than the Z06 but not by much.
On a stock body C5 Z in autocross situations you might use tyres, ride height, camber, toe and spring, anti-roll bar, bushing and shock upgrades to deliver the best mechanical grip possible without worrying about the front end lift.
But with body modded cars you can be very creative with splitter and rear wing setups to develop down-force at low speeds that when combined with good tyres and alignment can make for a great auto crosser that carries its 3000lb weight very well.
I would hope that if the game engine follows orders as provided by the LUTs, then it should just apply the appropriate down-force at the appropriate speed.
As for the actual aero changes that are used to generate the down-force we end up with, out back they are a 68" to 70" wide adjustable rear wing, rear deck gurney flap/ducktail spoiler. Up front they are vented hood to help evacuate the engine bay air; vented fenders to help evacuate the front wheel wells, front wheel well gurney flaps to reduce turbulence into the front wheel wells and direct air around the tyres, Front splitter with under tray all the way back the behind the front axle, front radiator intake with closed ducting to route air flow up into engine bay and out the hood vents. Body side skirts and rear wheel gurney flaps/fairings help keep the air from rolling under the car - but to be effective they are often too low to survive much street driving.
There are other specifics appropriate to more race dedicated cars and cars that run in series that do not allow side windows or do permit rear diffusers but none of them are easy to live with on a car that sees street duty.
And that is the goal of the mod, to open all these known quantities up to be enjoyed in period correctly configured form.
An example, for the longest time the wheel/tyre setup of choice was to run C4 ZR1 rear wheels on all 4 corners in a square 17x11 315 setup. Another was CCW classics in 17x11 315 and 18x13 345.
These will all be pre-configured setup choices with decent default setups and appropriate setup envelopes to allow for track specific changes needed.
Says you because its the opposite of what I said. It is almost as if your counter points are obtuse just to argue.I think 30 is a bit of an exaggeration,
But you include this 'out'. I am telling you the speed yet you insist on arguing.and if not, it's shows the entire problem with the concept of feel.
Who suggested there was an exception?and There's no exception to this -
And again your point? For goodness sake please stop assuming that you are the only person that understands the topic at hand.besides massive aero stalling/separation, but parts are specifically designed not to do that.
'That autocross car' is my car. As in I have practically tried various setups on that car.So even if that autox car has a huge ScZ, adding 10 liters of fuel or getting the tires a little hotter is going to have a more noticeable effect (at 30 you're only going to have *maybe* 20 lbs of downforce from that wing - assuming a 0.8 ish ScZ, which is typical for a big rear wing, and I'm sure a decent portion of that is just counteracting the car's inherent lift).
Yeah, this passive aggressive approach is not working - you can't just go on the attack and then wash those previous attacks with a little sugar coating at the end.Besides that, the mod is definitely an interesting concept and I'm sure it would be well received.
Genuinely I'm trying to help here. Are you sure it's 60? That's a 2.6 ScZ, which is as high as this (20* 63" double element rear wing for reference + front and rear diffuser):And you have again made my point. At 30mph the net down-force of 5* wing and extended splitter is more like 60lbs+
For example a front spring (there only is one, its a single leaf spring) has a static height of 0.173m, a loaded height of 0.084m, and the load is 345kg, is it possible to work out the force in N that spring exerts, and therefore the spring rate?
http://www.convertunits.com/from/lbs/in/to/N/mAlso I have damping stiffness values, but they are in INCH LBS! I've tried converting them but the values I got seemed very very low (relative to the spring rate values I calculated...)
They are as follows:
Front Bump: 400 in.lbs
Front Rebound:1100 in.lbs
Rear Bump: 400 in.lbs
Rear Rebound: 1200 in.lbs
If anyone can shed some light that would be marvellous!
"set editBoxes 1" in the console ingame if I remember correctly.From the title of the thread
Does anyone know of a way to visualise the physics collider in-game?
Righto, thanks for that. Bit puzzled now, my damper rates seem really high - front Bump at 70000 N/M are over 1200% damped, rebound over 3000% damped!
I'm guessing the values I have for the dampers must be off in some manner.
Why the thread has been DELETED?!?
I hate this kind of things...