realdealgod
New Member
Hi guys,
My first thread here. The question itself is in the last topic / paragraph, but I'll give an overview before it, so if not interested to the context just skip to the question.
Context:
I've been working in a track mod to the improve a conversion of the Curitiba track here in Brazil for a while, about a year and a half.
I've been learning through this Forum a lot, since the original track conversion (probably from Race07 WTCC game) was very raw material and had a lot of work to do with all sorts of things, including realigning the surfaces, replacing materials, bad textures, misplaced objects, missing objects, AI, colliders, Pits objects, moving objects, spectators, etc.
The problem I'm facing know is that I'm running a correlation test to make the grip surface as accurate as possible, and since this track received most of international races here in Brazil (except F1 and WEC), I have data. I'm using one I collected from the oficial time sheet from WTCC 2007, and since there is a very good mod for that a BMW 320si 2006 I had a starting point.
I've made a lot of practice and came to the best time I could set with the original setup and optimal track conditions, and the car was a lot faster then in real life. My first thought was to simple dial friction parameter in the surface to get a slower car, so I did it, just to figure out that below 0.90 the AC doesn't play the skid sound anymore, and beyond that the grip seems to get really bad, slippery and unrealistic.
Then came to my mind that Curitiba is around 3000ft (~900m) above sea level and the air density should play a big role in car performance with more speed in the straights but less aerodynamic grip, which, perhaps, should be the point missing, so I could have better mechanical grip, but with slower lap times if it is properly set.
What I've Found:
I've searched around here and the official Kunos Forum, but the only thing I found is that since version 1.6.0 released in May, 18, 2016 the game support air density engine performance dependency. (https://www.assettocorsa.net/forum/index.php?threads/assetto-corsa-v1-6-available.32819/)
I also found that the car physics then included a key to make the car sensible to air density as follows:
[ENGINE_DATA]
ALTITUDE_SENSITIVITY=0.1 ; sensitivity to altitude
But I could not find where (a part of the ui.json that is not related to physics) to inform the altitude of the track or it's mean see level air pressure / density.
The Question:
Here is my problem, I would like to properly setup the air density of the track to have a real correlation with car performance x aero grip x mechanical grip x lap time.
If anyone could help I would be very grateful.
My first thread here. The question itself is in the last topic / paragraph, but I'll give an overview before it, so if not interested to the context just skip to the question.
Context:
I've been working in a track mod to the improve a conversion of the Curitiba track here in Brazil for a while, about a year and a half.
I've been learning through this Forum a lot, since the original track conversion (probably from Race07 WTCC game) was very raw material and had a lot of work to do with all sorts of things, including realigning the surfaces, replacing materials, bad textures, misplaced objects, missing objects, AI, colliders, Pits objects, moving objects, spectators, etc.
The problem I'm facing know is that I'm running a correlation test to make the grip surface as accurate as possible, and since this track received most of international races here in Brazil (except F1 and WEC), I have data. I'm using one I collected from the oficial time sheet from WTCC 2007, and since there is a very good mod for that a BMW 320si 2006 I had a starting point.
I've made a lot of practice and came to the best time I could set with the original setup and optimal track conditions, and the car was a lot faster then in real life. My first thought was to simple dial friction parameter in the surface to get a slower car, so I did it, just to figure out that below 0.90 the AC doesn't play the skid sound anymore, and beyond that the grip seems to get really bad, slippery and unrealistic.
Then came to my mind that Curitiba is around 3000ft (~900m) above sea level and the air density should play a big role in car performance with more speed in the straights but less aerodynamic grip, which, perhaps, should be the point missing, so I could have better mechanical grip, but with slower lap times if it is properly set.
What I've Found:
I've searched around here and the official Kunos Forum, but the only thing I found is that since version 1.6.0 released in May, 18, 2016 the game support air density engine performance dependency. (https://www.assettocorsa.net/forum/index.php?threads/assetto-corsa-v1-6-available.32819/)
I also found that the car physics then included a key to make the car sensible to air density as follows:
[ENGINE_DATA]
ALTITUDE_SENSITIVITY=0.1 ; sensitivity to altitude
But I could not find where (a part of the ui.json that is not related to physics) to inform the altitude of the track or it's mean see level air pressure / density.
The Question:
Here is my problem, I would like to properly setup the air density of the track to have a real correlation with car performance x aero grip x mechanical grip x lap time.
If anyone could help I would be very grateful.