Yeah 23.950 is all i can seem to squeeze out of my tune.I know its prob close to his build but the PI on mine is a tad different.Now when I run his I am just a tad slower with his,all I seem to be able to get with his is somewhere around 22.967 I think.
As for the end race screens I dont see why they did away with the skip end race results that F4 had.Norm I just race the ghost and if the ghost is ahead I just restart to skip the end race junk.
But I also learned that may not be a good thing to do.Yesterday I was running against a ghost and I clearly beat by at least 1/4 car length and got a 22.951 but it kept my previous time of 22.967.Not sure what happened there.
I guess I could share the tune if yall wanted to give a go and see you can pull off,if someone else does better then I know its just me that needs the tweaks.I’ll go ahead and throw it up later today,my GT is the same here,just the “i” is a “1”.Anyone is more than welcome to send a FR.
Also to my knowledge slippin the clutch is done using a wheel,right? I dont have a wheel yet but hopefully soon.I am kind of holding out for a Fanatec wheel to come out since they say one is in the works.Never owned one of theirs.
I have read good and bad on the TX wheel,so im not sure if I will end up that way.
Since I bought an Xbox360 only at F4 release I didnt spend much on wheels,just grabbed the old Microsoft one of ebay for cheap,its ok but sloppy.My older Logitech MOMO wheel is miles ahead of that one,but it only worls for my PC and PS3 for GT5-GT6 although that game in SP bores the hell outta me…AI are retards in that game.
Now my old ACTLabs setup from years ago i thought was great,Fanatec seems on par with that type of quality and accessories.
To add to your reply Weary…does it feel like F5 was rushed to you.To me it feels it was rushed out to make X1 launch time.
One thing that bugs me,maybe Im missing something in the menus is the car restrictions in the SP events.I mean F4 told you before you picked the event what the restrictions were,Im just not seeing them in F5.
I’ll give it a run tonight and give some feedback. As for the clutch slip, not a wheel thing, but I’d rather not go into it in any more detail as it’s a bit controversial in many circles.
I can never remember what the game calls them,I call them sub frame connectors,roll bars and traction bars from real car knowledge but its the tab just before the weight reduction tab.
I have tweaked the build around and power (now at 745hp, 706 kb-ft) with 2701 lbs…and…I still get about the same result. @ 23.000sec (right behind Reaper, with slightly different build)
@ relaxed its ok i refuse to put dubz on my car thats one of the reasons you got me by .016 lol its cool now come and get the other times up there !!! beat burns
No way to beat Burns…btw, all I did was reduce HP…less weight…and messing with the gears a little bit. Rims are at the low end. I still think that there has to be a “perfect” gearing, plus right take-off (based on when/how the throttle is controlled) that can get us a better time. Yet, not a lot of time to mess with the gears and I have no clue what I am doing about them!
I had one tune were I had I think 745hp and only 2691 lbs but it wasnt as fast as it is now or just the inconsistency in the games launch off the line.
Yeah, I built that same one (I think!), ~2690-2695lbs at they most, yet, kept changing it. However, I think it is ALL about that launch…MUST get it just right! (gears difference helps a little bit as well)
It’s not always about losing weight for acceleration. The launch is the critical phase. Sometimes heavier launches better and can get the power down better through the lower gears. Try to set first gear to redline at 74-75 mph, second around 115 mph, third 160-165 mph. I really noticed the trouble the car had gathering speed over the corrugations once it was rolling - even over 150 mph - so I would also try playing around with the tyre pressures a little to try to get an optimised profile. Everybody used to set tyres to 35psi in FM4 to minimise rolling resistance, but we weren’t rolling over surfaces that looked like this.
WearyMick - could you give a little insight on how you arrived at the gear redline points? I pretty much went by sort of feel if the rival was getting ahead of me during some of the gears. I did initially try to do some math, yet, did not work. On the tire pressures I have tried from 29 thru 32, yet, have not seen a “significant” improvement…yet, could be my inconsistent launch! Should maybe try higher than 32psi.
Yes please.My gear setting have been just this.I just adjust on feel and sound,if the motor sounds like it bogs I tweak for that gear.
I tried to use test drive and the tele data to see what my tq was doing and try to adjust for that but its mostly trial and error for me.
I had my tire pressures set at around 18 in the rear but I got better times around 27-29.
Running first a little longer than would be intuitive for pure acceleration often helps with the launch and also softens he transition into second. The times I posted are averaged from what was working on the two tunes I tried. I would definitely raise the tyre pressures above 32. Drag is nothing like circuit, particularly over the mile where rolling resistance is quite a factor. There’s a balance to strike with the contact patch which you will probably need to do by feel - unless there’s info about in the forums on the recommended pressures for drag in FM5.
I might have a poke at building one of these myself. I’d be interested to see whether camber can be useful in FM5 and whether anything else has changed. From a glance at the forum section for Drag it’s pretty much dead though. Just waiting for someone to lay a parking lot over the top.