Alfa Romeo Tipo 33 TT 12

Alfa Romeo Tipo 33 TT 12 1.0

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Great car, but the sound comes from a V8 instead of a Flat 12 cylinders, hope in the future it gets the right engine sound and it would be perfect!
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Hate to say this, but a car of this era didn't have such terminal understeer (in sock setup), takes a lot to dial some of it out - this class of car in the 70's had superb balance, with power oversteer but a great front end - was a mech for a 2ltr sports car team in those years.

Nevertheless, it's another great effort from you fantastic modders in the AC community, for which I'm always thankful. Car looks superb and is so close other than the front end :)
Far to easy to drive. You really have to overdo it to spin out
Honestly I'm kinda sad about the rating I have to give to this car, because it looks great, it handles and sprints fantastically being so light and it's just great in corners... perhaps too great.
Downforce figures are seems above those of cars from the same era, according to the Wings App this car has 700kg at 300km/h, which sounds kinda for a '73 car that doesn't even have a diffuser.
To give a context, in game that's the same downforce of the much bigger Porsche 917/30, while according to some data found on http://www.mulsannescorner.com/data.html cars of similar age and shape like the 936 don't even reach 400kg at 300km/h.

Wrapping up, it would be a 5/5 for fun, but this is supposed to be a simulator :(
rmi_wood
rmi_wood
harsh on the stars :(

I have been re-making physics on the "C" version and the aero is closer to what you describe. Future update will eliminate the non-C version completely.
Decent work so far, the car looks alright but it drives very odd.

Just curious, did you test drive either this version or the rFactor2 version as a reference before releasing it? Because it feels like you didn't.

The front roll center is certainly wrong, and the SAI also feels a bit wonky because the car over-corrects with 20-30 degrees of opposite lock when power sliding on full throttle. It also only really requires that amount of steering to turn in, which is fine when the fronts loaded, but then the back should come around and the driver should be neutral on the steering through the apex, or counter steering.

Ideally, you should be driving this car with the rear tires due to the massive F:R tire size stagger, but it still feels to me like the car is driven off the front tires quite a lot, especially compared to the rF2 version.

There also seems to be a touch too much grip overall? The car is light and powerful, there should be a bit of "Floatyness" to the way its driven.

I hope these physics aren't final because I definitely think they have some basic issues that can be addressed. z
rmi_wood
rmi_wood
Yes, an update is planned addressing a few issues, including what you mention. Thank you for the critique
The mod drives like it's on rails, older cars shouldn't be this grippy. They didn't race on F1 slicks, they were deathtraps contained solely by aero, one mistake and you're gone. This is more like what driving an RC kit of the Alfa would feel like.

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