Monday, December 27, 2010

Going Offline

Just a heads up that due to real life commitments and changes, I'll be going offline for the foreseeable future. Work on the mod will be ongoing.

Thursday, December 2, 2010

Tire Work

Making excellent progress on the new tire model. Initial testing seems to indicate that tight seems to be faster...especially for qualifying. You can drive it max loose, however, but the pucker factor is 100x. Plain scary. You can also step these cars out a lot farther and reign them back in.

Also found a track surface grip that equals that of iRacing, at least according to skid pad results.

Going to work on fixing the track pack this afternoon.

Saturday, November 20, 2010

Still Working

Work is still progressing, albeit more slowly than before. Have a lot of things going on in life.

I've just about finalized the diffuser in conjunction with more accurate spring multipliers. A lot of testing to be done, then I'll plug in the downforce data and begin work on the new tires.

Wednesday, September 8, 2010

Diffuser Now Working

Finally got early diffuser lift working. Very excited about the possibilities to emulate the real cars.

The unrestricted engine has also been updated, courtesy of public data from Roush-Yates. Higher RPM idle, torque curve adjusted to match data.

Friday, August 20, 2010

FMS Cup & CTS Track Pack Version 4.0

FMS Cup & CTS Track Pack Version 4.0
====================================
Initial Release: 04/01/10 by JNS Tracks, http://www.jnstracks.net
Final Relase: 08/20/10 by JNS Tracks, http://www.jnstracks.net and Freedom Motorsports, http://www.racefms.com
-----
This pack contains all of the current CUP and CTS style tracks for use with the NSS 2010 Mod provided by John Alley and FMS (http://racefms.com)

These tracks should be considered fictional as they do not exactly duplicate any real world tracks. They can be substituted for real world tracks that these may resemble.

DOWNLOAD
==========
Note: Multiple links are provided for availability. All links contain the same file.

FileFront

http://www.filefront.com/17214478/FMSTrackPack4.exe

Megaupload

http://www.megaupload.com/?d=H8N3BHJ0

Rapidshare

http://rapidshare.com/files/413989010/FMSTrackPack4.exe

Fileplanet

http://www.fileplanet.com/215579/210000/fileinfo/FMS-Track-Pack-4.0

Mydropbox

http://dl.dropbox.com/u/8694080/FMSTrackPack4.exe

JNStracks

http://jnstracks.net/fms_files/FMSTrackPack4.exe



Installation:
=============
Before installing this track pack please delete any FMS_Tracks folder from your locations folder and HAT files that may be in your "rFactor\userdata\log\hat" folder. Now you can install this track pack by extracting the exe file from the downloaded zip file to a temp location on your system and double-click on it. Make any corrections that may be needed to the default game location shown (C:\Program Files\rFactor\) and click the unzip button.

That’s it, now you can fire up the game and go racing.



Needing a league that uses our tracks with the NSS 2010 mod? Then check out Freedom Motorsports (FMS) at http://www.racefms.com. This is a free league that provides a lot of fun and close racing.

Special Thanks to John Alley and everyone at Freedom Motorsports for their assistance in helping to improve these tracks. Visit them at: http://www.racefms.com

Special Thanks to Petre Tutunea (malvictis) for allowing us to use his great looking track loading screens. His generosity to the community can be seen at: http://www.rfactorcentral.com/detail.cfm?ID=MAL%20Track%20Loading%20Screens

Credit for the Flagman goes to Keeper: http://www.thepits.us/board/viewtopic.php?t=7420&highlight=flag

Credit for the pit road lights goes to JoeB at: http://www.nascarsimseries.com, thanks JoeB.

Report any problems or comments at: http://jnstracks.net or email me at support@jnstracks.net

Additional thanks to Drew Brunson for Infineon texture updates; William Bradshaw for various texture updates.

Have Fun!
Joe
http://jnstracks.net

**************************************************************************
All Trademarks acknowledged, and are the property of their respective owners.

This track release is free to use for personal use and may NOT be sold or distributed for commercial purposes, or money exchanged for this track or any part thereof. JNS Tracks is distributing this track free of charge in the hope that it will be useful to the community but WITHOUT ANY WARRANTY of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
**************************************************************************

Wednesday, August 18, 2010

Uploading

Got the track pack done. Created a installer and am now beginning to upload to the various free hosting sites. Being on a slower connection, it'll take a while. I would venture a guess to say that the target release date will be this Friday, August 20th.

Tuesday, August 17, 2010

Engine Work

A new engine torque curve and HP has been created. Now closely reflects available dyno numbers.

Monday, August 16, 2010

Suspensions Updated & Track Pack

Did work on 3/4 of the suspensions early this morning. Had to get upper control arm angles within realistic ranges. Also did some background work on the diffuser.

Heard back from Joe. Barring any catastrophic event, on Wednesday I will begin uploading files in order to release the new FMS track pack.

Saturday, August 14, 2010

New Downforce Numbers

Got some new downforce numbers calculated and plugged in and I think I've settled on one that provides realistic balance, also helping with the bottoming out. It's comparable to a case of three people seeing the same thing, yet describing three different things. It's all a matter of how you view something.

Still fighting to get the diffuser numbers working as it should in real life.

Going to make some control arm angle adjustments on the 22 suspensions this weekend.

Friday, August 13, 2010

Track Pack 4.0 Is Nearly Ready

The FMS Track Pack 4.0 is nearly ready for release. Very, very close.

I had one small issue that I couldn't fix on the texture side of things, so I've sent it up to Joe Evans to see if he may be able to provide a fix.

Once complete, I'll be looking for hosting and begin initial uploading thru the usual free sites. I believe that you guys are going to be impressed with the quality of these tracks. In my opinion, it supersedes the quality of the 3.0 release.

Monday, August 9, 2010

The Culprit

The culprit of my recent problem appears to be a front downforce issue with the front springs. Either the new diffuser upgrade coming up will solve the problem, or I'll be forced into a SpringMult. Hoping the former works!

Sunday, August 8, 2010

Any Work Is Good Work

Been doing some smaller work lately. Fixed an axis issue with all of the rear suspensions, a simple edit really. Working on some fixes for a certain issue the car is having, which is leading me into doing some much needed work on the diffuser.

Also, I've gotten back into downforce work a bit. Interestingly, my physics and math for the front end is accurate within 20 pounds of real life data taken from 2002. Only problem is, the rear end aero balance data is vastly different. Not going to touch it, though. If the math for the front end is correct, then so too is the spoiler. I'll chalk up any downforce and/or aero balance gains being made in the body department. A lovely grey area, indeed!

Monday, August 2, 2010

New Car Models

New car models appear to be in the pipeline for the NSS mod. In addition to one friend doing initial work, another has talked to me about wanting to modify and update the current models.

It's these guys who will get all of credit for how the NSS cars look, and it appears to be in great hands.

Nothing new to report on the physics side of things. Stepping away for a bit to avoid burnout and to reinvigorate myself with ideas and solutions.

Wednesday, July 28, 2010

July 28 Updates

New springs are in and finalized, as well as spring compression distance. Now experimenting with ride heights and spring multipliers.

Tuesday, July 27, 2010

Decompressed

I took the weekend off from all mod work so that I was able to really decompress and think about this spring situation. Glad to report that I was able to come up with a solution and will be applying it in the coming days. I've also received some information about spring height requirements that will be added into the mod. The future is currently looking very bright!

Tuesday, July 20, 2010

SpringMult

I've tried to avoid it like the dickens but I'm afraid that I'm going to have to use them for all of these new suspensions. I know what the real Cup spring ranges are, but in rFactor the cars are bottoming out something fierce. Higher spring rates fix the problem in the garage, so I'm left with few options. Grrr....

Monday, July 19, 2010

Twenty Two

Twenty two chassis' have now been integrated into NSS 7.0. Not ready for prime time, so more work ahead.

Sunday, July 18, 2010

RF Chassis Completed

Got the right front suspension completed. Rear end suspension finalized. Now the fun begins in creating all of those new track-specific chassis'!

Thursday, July 15, 2010

Testing New Hampshire AI

Woke up too early this morning, so I worked on the AI a bit. Still using Joe's AIW except for one small change, but made edits in the TBC, HDV and PLR files. Here's the result:

Wednesday, July 14, 2010

Compiling Data

After talking with my source, I'll be compiling a lot of data in the next two days then begin building the new suspensions this weekend. The new NSS mod will have 22 track-specific suspensions/chassis'.

Tuesday, July 13, 2010

Springs Are Nearly Done

I've almost completed the spring sizes. Since there are so many sizes, I've had to strike a balance. My previous work on them made them too small by 4 or so inches, which was causing very serious binding. All I need to do in this area is decide upon a rear spring angle and that area of work will be completed. RF control arms appear to be ready to go in as well. Holding off a bit on that for LF info. Based upon what information I receive, I have the option of finding an average and using 4 chassis'....or modeling a chassis for each track on the schedule. Won't be a problem either way, but it the fact remains that it needs to be correct. Ideally, whatever work I put in now will save me time down the road...especially if certain physics changes are made for rFactor 2.

Monday, July 12, 2010

Work Continues

Making a lot of gains with the control arms and steering arms. Got a few things to clear up and I'll be ready to put the numbers into the new suspension files. Also another spring update is in the immediate works. Can't wait to be done with the suspension!

Tuesday, July 6, 2010

Data Mining

Been an incredibly long weekend, but the data mining I've accomplished will surely pay off. Very productive weekend, so I may take a couple days off to relax before getting back into the grind of modding.

Monday, July 5, 2010

More Research Completed

Got some research done last night and crunched a few numbers. Primarily control and steering arm angles, and this morning various arm lengths. Still have a lot of work ahead, but I'm making good headway.

Sunday, July 4, 2010

FMS Track Pack Update

I have heard back from Joe Evans, and he is willing to look into these last few track issues and see what he can do.

Also, to all of you reading this, I want to wish each and every one of you a happy Independence Day! Stay safe out there!

7/04/10 Updates

I was able to get a couple things done this morning:

1) Center of Gravity has been recalculated.

2) Inertia has been recalculated, based on the mass and Center of Gravity changes.

3) Modified centerline trailing arm connections in the suspension.

How does it drive?

In short, the car handles nicely. But you'll need a gentle touch on the throttle because you can definitely feel the horsepower. During a quick test session I was getting too aggressive on corner exits at New Hampshire, the rear tires broke traction and I looped it. I definitely need to put some work into the front sway bar, but that's for another day.

Saturday, July 3, 2010

Mass Recalculated

Mass of the car has been recalculated and is now accurate. Now 33 lbs lighter than the last version. The lighter weight will help the suspension respond a little more quickly, as well as downforce having slightly more impact. This is very good news considering how much the spring travel has changed!

Keep in mind that the downforce numbers are track specific and are completely brand new, using actual math and known physics to obtain numbers that are closer than just guessing, as other mods do.

Camera Fun

I finally got the dang LOD dropped down to 2 feet in the TVCOCKPIT view, AKA the 3/4 hood view from the Driving Cameras key. Comes out to about 2 feet, which is roughly the length of a human arm. Previously, if you panned around you would see the steering wheel moving down in the dash. I tried to correct it's location as a first step, but something is amiss with cockpit location. If I moved the wheel as seen from the hood view to it's correct place, the actual cockpit wheel would move closer to the drivers viewpoint.

Anyways, I'm working on getting the hood view as close as possible to the broadcast onboard cameras, that way my future comparison videos will better reflect similarities and differences.

Friday, July 2, 2010

Phoenix Track Cam

I just realized that I forgot to release my Phoenix track cam in V3. It was in the 2010 track pack. So, I'll make sure to get it in before final release.

FMS Track Pack Version 3.0 - New Features

FMS Track Pack Version 3.0 - New Features
-----------------------------------------
Taken from Joe's post:

There are way many changes to list but here's some notes of interest;

* Better looking fencing at all tracks.
* Improved texturing and some modeling of track side objects at a number of tracks
* Any garages that were still on pit road like Marty is now moved to the infields.
* Marty is also updated with the new concrete pit road.
* There is now 2 versions of Charlotte, the regular one and All-Star one. The All-Star one will run under the lights if the race start time on the server is set to use track default.
* Updated or made new AIW files at a number of tracks.
* Updated or fixed a number of camera files.
* ORP is replaced with a new track so it now has multi grooves.
-----------------------------------------
Also, Drew Brunson updated the Infineon textures. He wrote:

"It updates the bill boards going into the last turn, makes the curbs yellow and blue, and updates some other textures.The bill boards are the same(for the most part) as the ones that were at the track to give a little more realisim."

I sorted out quite a few texture issues. Mostly involving horizontal flipping, and a few required overhauling or creating new textures. You will notice that the tracks now look much more professional at higher resolutions (1600x1200 is what I use, and they look great). Joe Evans (http://www.jnstracks.net) has done one heck of a job!

When the new NSS mod is released, it will include brand new AIW's for all of the tracks. Gonna try to get the AI in decent enough shape to be raceable, much like VHR has done with their tracks.

Uploading

The track pack is now uploading, which is going to take 5 hours on my connection. After which, I'll send Joe an email and await his approval and/or fixes.

FMS Track Pack V3 And Miscellaneous

I will be attempting to finalize the new track pack today. All that really remains is adding to the readme, clearing errant files, taking screenshots and creating a thread for Joe to hopefully fix a couple of issues. Biggest hurdle will be uploading the track pack, courtesy of my slow DSL upload speeds.

I've got a lot of research done for control arms, though no solid information. If anyone has any photos or information of NASCAR upper and lower control arms (A-Arms) including lengths and angles for which tracks, it would definitely help out!

Tonight, I intend to recalculate the mass.

Thursday, July 1, 2010

Upgrades INI Updated

Adjusted all of the spring multipliers in the upgrades INI file. Now I get to turn some more laps. I think I'll do some road course work and make sure the chassis is reacting properly.

This is the fun part of modding!

NSS Mod Testing At FMS New Hampshire

I've uploaded a newer video of NSS mod testing at FMS New Hampshire. Included a picture in picture for comparison with Stewarts onboard view, as well as increasing audio and video quality.

Recommend you watch it on 720p for the best viewing experience!

http://www.youtube.com/watch?v=KVIDUIZ6Bio

Speeds haven't been fixed since development is still pretty early, but racing line and chassis handling is interesting to watch.

Two Chassis Types

As of yesterday, the mod now has two different chassis' based on trailing arm rules. Further roll out will hopefully include a chassis for: Superspeedways, Short Track, Road Course and Intermediate.

Springs and Multipliers 1

Posted - 6/30/2010 : 6:15:44 PM

I was able to sit down this evening and turn some laps with the newest HDV and suspension files. Initially, the car just didn't want to turn at all. After doing some troubleshooting, I got it running.

As stated in previous posts, in rFactor the pushrods act as both the spring and the shock. In the upgrades INI file, which basically overrides the HDV settings on a per track basis, the spring multipliers were set too high (varied from 1.05 to 1.85). Months ago I was doing previous experimentation to better match real spring settings which is why those numbers were there. By running a 1.0 spring multiplier (that is, spring physics effects are 1 to 1 to their real life counterparts), the springs now act as they should.

For the next version, ride heights will be incredibly important to watch. I intend to lower the front springs back down to better reflect reality, however....and this a big however.....you cannot ignore bump stops any more. They will be VERY important in determining your ride heights beyond actually just setting the Ride Height in the setup screen. For example:

At 400 lb front springs, our current base limit, I had to run AT LEAST 2 inch bump stops on the LF and RF while testing at Michigan.

Keep in mind that the undertray points still need to be fine tuned after suspension work is completed, but the above will still remain true.

Just something to keep in mind for the future!

Springs and Multipliers 2

Posted 6/29/2010 : 7:40:57 AM

Just to add a bit of information to my last post. The average height of a spring is roughly in the 10" range? Currently (what we're racing now) in the mod, since the pushrod acts as both spring and shock, its current length as a spring is roughly 2 feet long!

2 feet is a very conservative number. Looking at the editor, the current springs are probably closer to 3 or 4 feet in length.

Front Pushrods

Posted - 6/29/2010 : 7:29:11 AM

The front pushrod locations have been moved in the front suspension. Instead of using shock mount locations, the new locations are the spring mounts. In rFactor, the pushrod assumes that the shock is inside of the spring. Haven't turned any laps yet to see if there are any ill effects. If any, I would assume that the shock throw would be the same as the spring throw....thus shocks having less effect as before. On the other hand, springs should now bind up as they do in reality.

The front spindle locations, as well as spindle mounts (upper control arm, lower control and steering arm) are now even. My previous calculations made an adjustment for the right side tires being higher, megating the fact that the suspension automatically takes tire size differences into account.

Going to finish up the track pack for release in season C, as well as doing research into control arms lengths and angles. I have a link for a setup book that I'll be referencings to better understand how they're utilized. If anyone has photos or information, feel free to share!

Rear Axle

Posting older information.

Posted - 6/22/10 : 7:18:31 AM

Rear axle is in correct location and rearward trailing arm mount locations are in place. Next, I'm going to use a plotter to calculate center connection points based off specific length data.

Front suspension spindle connections (upper control arm, lower control arm and steering arms) are within +/- 1.5 inches of real world values.

First Post

This blog will allow me to be update everyone, from FMS to the guys on RFC, on the progress of the rFactor NASCAR Sim Series mod development process.