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Herr Otto Partz says you're all nothing but pipsqueaks!

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#1
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by Zapper - March 22, 2025, 02:19:46 AM
Quote from: Duplode on March 22, 2025, 12:24:00 AMOne way to eliminate bias that could be more convenient than e.g. reversing the tracks is testing on the Mindscape 1990 game version -- with it, left turns aren't faster than right ones.

I'll try if these new cars are loaded correctly in that version, or alternately, use same path in diferent surface type on distinct tracks.
#2
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by Duplode - March 22, 2025, 12:24:00 AM
Excellent work! These lap time comparisons with varying grip/surfaces are very interesting.

Quote from: Zapper on March 21, 2025, 04:23:25 PMAs you can see from the screenshots taken with Bliss, for both track types there is a base asphalt path and two symmetrical paths on dirt and ice surfaces for better comparison although these can surely be biased by the game's steering bug.

One way to eliminate bias that could be more convenient than e.g. reversing the tracks is testing on the Mindscape 1990 game version -- with it, left turns aren't faster than right ones.
#3
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by Zapper - March 21, 2025, 04:23:25 PM
Hi,

Just to give some update, I begin grip tuning tests for all 11 original cars on 2 types of flat tracks, one high-speed with wider curves (named "DRIFT") and the other more shorter with twisty and tight corners (named "DRIFT2").

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As you can see from the screenshots taken with Bliss, for both track types there is a base asphalt path and two symmetrical paths on dirt and ice surfaces for better comparison although these can surely be biased by the game's steering bug.

For now I'm reaching the following grip values for all cars shown in the table below.
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These values are the result of "base grip" multiplied by their respective asphalt, dirt, ice and grass coeficients. Next to each car grip values are the respective lap times for track and type of surface path taken:
(The table is ordered by fastest DRIFT asphalt lap times.)

These adjustments take into account each car's engine layout (balancing), wheel traction, weight and stability control equipment (in the case of the NSX).
#4
Competition 2025 / Re: ZCT284 - Goin' Down the Fa...
Last post by HerrNove - March 20, 2025, 04:48:31 PM
Quote from: Duplode on March 20, 2025, 02:32:21 AMAudi or Mercedes?

The question seems to have been very convincingly answered today: Argammon has joined the Audi club and his old time as representative of the three-point star is now 4" slower than the top lap. I feared this would happen since the bonus for the cyan car is higher (and additional bonus percentage is more effective if the car already has a large base bonus).

I would also switch if I had the time to invest. But re-running the whole track again and learning to drive my least favourite car is not an appealing project.
#5
Competition 2025 / ZCT284 - Goin' Down the Fast W...
Last post by Duplode - March 20, 2025, 02:32:21 AM
Audi or Mercedes? 🤔 This is not the first time the Audi Quattro runs along one of the DTM cars. In ZCT217, for instance, the Audi Quattro and the BMW DTM stayed at close quarters for pretty much the whole race.

Speaking of projections, the PTB update at the end of public days (and 360 hours from quiet days) has just been posted. While having half a dozen pipsqueaks in contention for PTB +1 is a pretty realistic scenario, only Frieshansen has a chance of reaching PTB +2 (margin at midnight: 31:44).
#6
Stunts Chat / Re: Elo-like ratings for ZakSt...
Last post by Duplode - March 15, 2025, 07:27:54 PM
The rankings have been updated for ZCT283! Argammon and Frieshansen have reached personal best ratings in this round. Another highlight is Alan Rotoi being back into the 2200s range, not having dropped points in any race from ZCT275 on. There is also plenty of action going on below the surface: though HerrNove, MiDiaN and Raskolnikovik still need a few more completed races to enter the rankings, they are already making good progress and stacking up points. Below is the updated evolution chart:

#7
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by Cas - March 15, 2025, 06:10:44 PM
Very neat!  I didn't know this either!
#8
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by alanrotoi - March 14, 2025, 10:45:06 PM
Oh I didn't know that! I bought a pirate copy of TNFS back in 1995 but I couldn't play it until the next year because my pc was a 486 DX2, not enough power. Anyway, it didn't come with the manual of course :D
#9
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by KyLiE - March 14, 2025, 08:52:14 AM
I'm a big fan of The Need for Speed!  That feature isn't very well known, despite being included in the user manual.
#10
Custom Cars with Stressed / Re: Zapper's car pack (vannila...
Last post by Zapper - March 13, 2025, 12:38:38 PM
@KyLiE , I completely agree given that the physical model has its shortcomings, as we well know, it is still quite capable of simulating through these adjustments for each car and not as something "stuck" within the game's engine.

These adjustments were reminiscent of when, in a game just 4 years younger, "The Need For Speed" had the collaboration of "Road & Track" magazine to help calibrate the cars to make them more realistic. So much that in the same game, it was possible to do acceleration and braking tests on the "Rusty Springs" track (using the F8 key) in order to show that accuracy.

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Such a clever touch that does justice to the simulation game it also intended to be, and much to the delight of racing sim fans like myself. :)