All I want to know is when will I be able to make skins?
Not very respectful to skin makers, mate...You know this is not Assetto Corsa right ? You know this is a licensed game for Blancpain and the manufacturers, who are not going to let geeks hack up their liveries for fun ?
Livery designer here and to be honest I don't feel offended by the post of @madhopz .Not very respectful to skin makers, mate...
Also, what do you say about the black/red career car? Some "geek" seems to hack up a car there very severely.
The custom livery editor was a planned feature, but there is no estimated release schedule for it.
No one here said, that there would've been the same possibilities. I also would find it pretty rad, to choose even just a color scheme with a sponsor sticker on it, it gives some kind of individualization indeed. The career mode is besides the multiplayer the only game mode, where you use your own name in the car, so this would give "something" in addition.^^It was also said by Kunos the livery editor will have limitation. You'll be able to pick up some kind of sponsors and color schemes. It was never said ACC will have the same possibilities like AC in terms of custom liveries.
Even though I had my misgivings about the pit stop mechanism, which I admit I had my problems with, too, and really annoying if you get a dq after half of a long race because having problems with the UI in VR. I do wonder about crashes though, I haven't had one for quite some time, when do they happen to you?2. Aris advises that we do an entire race weekend and not just quick races. Aris, a lot of us avoid entire race weekends because unfortunately, somewhere along the line something will go wrong and will make it a waste of time. (Game crashes, pit stop bug, etc...) I wish I could trust the game for a full race weekend. Perhaps in time.
This will probably somewhat remain, but more dynamic, depending on what situation you're in:I've been a bit puzzled with the previous version of dirty air simulation because it felt like once you get very close to the car in front you always lost the rear traction. For me it felt kinda wrong because you always hear drivers complaining about understeer which makes sense because the front aero will be the first to hit the dirtiest air. Ofcourse the underbody aero will also be affected but for some reason I always were rear limited on those scenarios. Interesting to feel the changes..
This is also simulated since RF1.Dirty Air and grip loss through car wake is done by almost every sim since the early 2000s. Nascar 2003 would make no sence without it, drafting behaviour is everything there... ISIengine can do it, even AC can do it fine.
EDIT: The really impressive thing is the advanced aero modelling for a situation, that the lead car gets a slight speed advantage, if followed very closely by another car, like it would be a longtail car. This is new indeed.
DraftBalanceMult=0 // effect of draft on aerodynamic downforce balance of car (bigger numbers exaggerate the effect)The top speed advantage for the lead car, without contact-bumpdrafting? Are you shure? Okay, didn't know that.
Nice, you even have the lines for that! Thank you! This is indeed very interesting, i wasn't aware of that, so GTR2 (i've played the most back then at the time) seems to have this too, already.DraftBalanceMult=0 // effect of draft on aerodynamic downforce balance of car (bigger numbers exaggerate the effect)
BodyDraftLiftMult=1.00 // effect of draft on body's lift response
BaseDropoff=0.085 // RFM Drafting override: Higher number -> more drafting effect (default=0.185)
LeadingExponent=6.6 // RFM Drafting override: Higher number -> lower effect on leader (default=2.0)
FollowingExponent=2.2 // RFM Drafting override: Higher number -> lower effect on followers (default=2.0)
I think those are the overrides for that:
I get what you mean but it still feels like front splitter and dive planes should be the most and rear wing least affected. Diffuser somewhere inbetween because the flow starts in front. I would be quite surprised if the centre of pressure is moving forwards in dirty air.This will probably somewhat remain, but more dynamic, depending on what situation you're in:
When you receive dirty air from a car in front, your splitter will get less aerodynamic efficiency in the first place, that leads to understeer of course, but THEN the real severe issue begins, because your splitter and the overall front is the part, that begins modulating your airflow around and under all of your parts.
The already "lively" air from the lead car also has to be led over and under the bodywork and it is already heavily influenced by vortices and less density, so it could also stall some areas of your wing because of vortices, for example, what leads to even more speed, but dangerous behaviour in rear stability, if your speed isn't high enough anymore, to gain enough efficiency out of the lasting aerowork, or probably also if your speed is too high, which then will first lead to the understeer, but follows with unstable behaviour after that.
Just guestimating, but i think a little bit of aircrafts, where every bit of wake and vortex will punish your lift heavily. With a car, it leads to punish your inverted lift, the downforce. (At various parts for different purposes)
Yes! The front splitter/wing is the most affected part, that is absolutely clear and logical. It starts working ineffective and that's why the understeer should be more pronounced now, when the update releases in somewhat 6-7 hours today hopefully If i understood it somewhat right, what should happen with the aero system now.I get what you mean but it still feels like front splitter and dive planes should be the most and rear wing least affected. Diffuser somewhere inbetween because the flow starts in front. I would be quite surprised if the centre of pressure is moving forwards in dirty air.