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For cars without turbos, the car's rated torque at the flywheel (i.e. what you normally see in car specs) is equal to the torque value in power.lut divided by the car's drivetrain efficiency (generally 85% is used as a best estimate). For cars with turbos, I use the formula WheelTorque times (Boost + 1) divided by 0.85 to get the flywheel torque (the boost is measured in bar). Flywheel torque is what's shown in the UI for each car.
If you want to know how much horsepower the car has at a given RPM and flywheel torque, you can either figure it by hand or just use this calculator:
http://www.wentec.com/unipower/calculators/power_torque.asp
If you want to start with a horsepower figure and find which values to put in the power.lut file, you just work backwards. Feed the RPM/bhp into the calculator to get the flywheel torque. Then multiply that value by 0.85 to get the rear wheel torque. If the car has a turbo, you multiply the flywheel torque by 0.85 and divide that result by (boost+1). That gives you the torque at the rear wheels, which is the value on the right hand side of the power.lut file.
Very helpful, thankyou, perhaps we can have more of a dialog about it sometime, I am honestly not the best at math and want to be sure I'm getting it right so to speak. Are you sure that is how the game calculates horsepower? My Countach seems a tad fast for the numbers I am pulling up. Then again it is AWD and has good traction, and of my 3 turbos 1 of them is pulliung max boost of .35 at only 1500rpm so. The other 2 have .2 boost at 4500rpm. How can I calculate the boost of the smaller turbos when they haven't reached their optimum rpm yet?
Based on what you gave me, directly from the power.lut with the turbo boost factored in, my peak torque is 779nm at 5200rpm, and 712hp at 7000rpm.
Now that is at the wheels? Being AWD, what would it be at the wheels then? I think if its making 545lb ft and 712hp at the wheels, a 10.52 1/4mile with .16 shift times, 1635kg mass, street tires and a full 110 litre fuel load is pretty darn good :D
I got 837 flywheel hp, and 675lb ft of torque at the flywheel.
General modding
http://www.assettocorsa.net/forum/index.php?forums/general-modding-discussion.26/
3D car models
http://www.assettocorsa.net/forum/index.php?forums/3d-car-models.24/
http://www.assettocorsa.net/forum/index.php?threads/engine-power-curve-editor.12185/page-2#post-216076
and if you put some much power probably your clutch cant handle, you must modify cluth torque to higher values.
This a very old thread but if you need any help with modding the game I'm very proficient at it now, shoot me a msg.
for example the 962C i cannot use it now
And I am intrested in add on turbo, but still get crash in some of cars.
Adding "S1" or "S2" of the upgrade cause crash too.
even i have already followed those Download cars which has S1/S2
I copied this phase:
" "name": "ABC_Tune",
"parent": "ABC","
with "ui folder" > ui_car.json , "Car folder" > data > car.ini
changing them to same code, it still crashed.
Beside that, I did make the Honda Civic GrA which crash my computer to playable.
I just export the acd file to a floder "data" and throw them inside the car LOL
And Now I am working on LMP1 with KERS
(Exported the acd form F1 2015 Ferrari and change the data)
Also by adding thing in "setup.ini" to force the cars having no tunning (gears/aero/suspension) to available to tune. That's quite fun.
what is the unit ? J ? MJ ? KJ ? W? bhp?
To be honest, I'm actually not sure, some of the values I understand and others I've just left alone, if it ain't broke don't fix it you know what I mean? But you could experiment. I do that a lot when messing with Tyre values, I'll make small changes over and over to see what they do in game.
I think that value is probably how much charge is gained when you brake. Try setting it to 0 and see if it still chargers under braking for example.
Another cool feature of Kers, is it can simulate boost by gear. You can set how much % of the KERS is used in each gear, so thats another cool feature. Unfortunately you can't do that with turbos yet.
http://www.assettocorsa.net/forum/index.php?threads/kers-ers.17964/
http://www.assettocorsa.net/forum/index.php?threads/answers-from-the-devs.12077/
http://www.assettocorsa.net/forum/index.php?threads/assetto-corsa-car-modding-tutorial-1.11422/
thanks for the links. I didn't linked to steam account and i wasnt able to access the website.
now i can go there.
>>>>>
CHARGE_K=0.0015 ; Charge gain per second per avg driven wheel angular velocity
this is the amount of charge, unless you have figures, suggest fiddling with this value until you are happy with it
<<<<<<
that was a great answer.. "Until you are happy with it" , such a great answer!
>>>>>
DISCHARGE_TIME=33000 ; Time in ms to discharge the kers when used to deliver torque
total time for full battery capacity to completely discharge (seconds*1000)
<<<<<
6MJ = 1000 x (354kw) x s
s = 16.949152542372881355932203389831
ms = 16949.2
that was true.
>>>>>>
NEGATIVE_INPUT_CHARGE_K=0.003
this amount of charge for negative i.e The La Ferrari charges when traction is overcome so this is the rate of charge when controllers you specify have negative values
<<<<<<
In normal document has no description of "i.e The La Ferrari~~~"
Thanks for the web, at least helped me on some category :)