I really love the car. Have driven it a lot! But one thing that would really be nice to fix is lowering the engine inertia. It really should be much lower. I know that can cause rear locking on braking, but there are other ways to fix that like suspension geometry or variable engine braking.
The sportscar is from the early 90s group c era which i really love. The thing has ridiculous amounts of downforce for the time (way more than F1 cars of that time). It also has that glorious V10 engine
I'll adapt the power/torque to that info. It's only 600rpm off though. Although it's a later car with a different engine, i'll take any kind of data i can get for these things. Also keep in mind, the limiter is above the optimal rev range and the red line on the clock indicates the shift point - as they would do it back then.
I'll also keep working on the suspension. Because of the weight distribution, the front is super sensitive to any kind of change which makes it tricky.
Thanks for the feedback! I'm for sure not done tweaking the physics yet. You have to remember though that these cars are unlike any other racing cars we usually drive in simracing. It has an F1 level power to weight ratio, but almost no downforce - especially on the front. When it comes to the engine, it's also not a typical racing engine. It's a low revving 7.6 litre V8, so to get the power figures, you also need the torque.
This video was my main reference when making the car, apart from any data on the car i could find:
Pretty much the only one driven by a competent driver i could find.
When it comes to the high speed push you mentioned, it's mostly down to the default setup. It's on the safe side with the rear wing. If you use around 3-4 degrees, the car is a lot more neutral. Don't expect much front downforce from a car like this though - it's from 1971. Thanks again for the feedback, i'll keep tweaking it. It will never be easy to drive just because of what it is though, haha.
I think this might be the culprit. The edge flow is wrong (my mistake). That is why if i import the obj back into blender and then export it to lfs it works, but it creates some weird planes. Maybe this helps you stop the editor from crashing in these cases
I updated the editor, but still no luck. I also can not find any distant or large objects in the file. There's the main object, 4 reference pictures and a light source (those weren't causing issues before either). The problem occured when i was working on the rear of the car and adding all of the scoops that you see on the car. It's my first time working in blender, so i am not yet familiar with all the ways you can screw a model up.
I've been working on a model in blender. I import it to LFS from time to time just to check that everything is ok, but this time it crashes every time i try to import the model. I hope i can find the fault in the model as i've put a lot of work into it already!
Yes, now that you say it, this is not a DD specific issue. Maybe i shouldn't have framed it like that. I remember running 20%-30% maximum on my Momo black edition back in the day. I assume a lot of the forces were being clipped out on that wheel, but because of the wide range a DD can provide, this issue really comes to light.
I should emphasize that at 20%-30% the wheel is not clipping only on bumps and peaks, but with normal turning on a flat surface. I know this because the Simucube gives me a beep every time it clips.
Been enjoying the latest updates a lot! Great to see this sim coming back to life (still the best out there )
One thing i would like to see improved is the way the game handles ffb on DD wheels specifically. Let me explain the issue. Me and most of my friends drive on a Simucube Pro with around 25Nm of maximum torque. Without the ffb clipping out of bounds, the range we can use in terms of ffb force in game is 1-15% (15 being very stiff, like running 80%-100% on other sims). Lowering the force within the profiler is of course an option but then you lose detail as it clips even during normal driving. I don't know if this is caused by something deep inside the physics engine or something that can be fixed by changing some parameters. It would be a big help already if decimals were added to the force factor.
But apart from the range being very tight and the number of steps of adjustment being pretty much 15, the peaks of forces are also super high. Even when we run what we consider low constant force, hitting a wall or a big bump is borderline dangerous for our wrists.
The last time the physics were updated, the strongest wheel on the market was a G27, so this is completely understandable. But i want to let you know that it is an issue.
If i can provide any kind of telemetry data or feedback, let me know!