Thx for the reply. 3-6 laps, but no matter how many laps, the lap before last, they all pit on all tracks I tested on (some mods, some kunos originals). Turning fuel consumption and tyre wear off fixes the problem. All my testing was done in quick race mode, maybe that's the problem. I will try a full race weekend
I will look at it at some time, but currently I am just so busy. Perhaps it also could be related to AI default setup. Afaik there is some way in AC to force AI to use same setup as player.
I hope mantasisg keeps on developing this beauty of a mod!
I must admit I don't quite like the current grip levels though. Power control aside it feels like there's black ice on the track evewhere (I usually use "Fast" track condition). From what I've read of pre-war GP-racing, the issue was not grip per se (relatively speaking, again power control aside), but if you drove on the limit the tires lasted only 2-3 laps on an average circuit. I took the liberty of tweaking the tires so that the DY and DX_REF values matched those of Kunos' Maseratis, and added Combined_Factor 2.3 to them (traction circle less circular). The result was a still very challenging car, but something one could truly race with. I also copied the throttle.lut, so throttle response was less linear, giving more control on lower throttle levels. Next I should figure out how to make the tires more "fragile", I suppose.
For suspension I'd suggest making a fake De Dion tube with a 5th link. The reason is that without a transverse link in AC, the rear roll center wonders about making the front end wobbly. This is the problem with Kunos' Maseratis, and can be avoided. It is suggested that one pair of parallel links is combined into one, to avoid any binding issues (so it still actually is a 4-link). In general straight-line stablity on an even surface wasn't an issue (early models of Auto Union exempted).
Anyway, if you think the current grip levels are correct, who am I really to argue until I drive the real thing, and understand perfectly how to present it in a simulator, which happens like never.
I don't remember now how it is exactly as I drove it long time ago, basically when I updated it. But I remember I was in fact giving it more base grip, so it would be less like on ice, however indeed I was increasign wear, I also made sliding less benefitial by itself. You simply have to drive it more conservatively, and less dorifto, later sliding everywhere at 200km/h velocity.
I will not comment Kunos maserati tires as I drove it long time ago, I am also by no means absolutely certain about basically anyhting in existance in this universe.
If I remebmer exactly these tires should have lasted 2-3laps in Nordschleife. But that also may have been if driven very on the limit, but rationaly not fantasy 170-200km/h+ sideways everywhere.
These tires used lots of cotton belts and natural rubber, they overheated easily with fast drivign plus that level of power which was insane, I think they very rarely used all of it.
Kunos maserati is from late 50s IIRIC, tires has begun to rapidly advance exactly at that time.
I don't know much about its suspension, it is mostly work of aphidgod, I just allowed myself to "ruin" the tires.
The grip levels shall be correct as thats what determines pace of any racing car, I don't remember but I think I was doing close to real life laptimes. You might be concerned about composition of grip. How sliding interacts with static friction, how fast, whats the amplitude of friction switch, whats the effect of load sensitivity, temperatures, wear.... I need to drive it again some day, but I remember I tried to make it in a way that sliding would be not as exploitable, and drivers should put effort to avoid excessive sliding both for control and tire wear matters.
I know I use not standard grip composition, as by default in Kunos world cars has relatively lowish static grip, and highish sliding grip, which makes them more skateable. I tried soem different approach. I understand it may now fly too well in world of AC, but I have my own perceptions, they are welcome to be challenged, I don't assume that these tires are trully right. I actually handle tires parametrization better in rF2.