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Try different tire pressures as the default ones might work well for most situations, but for specific performance testing absolutely need to be altered. (Go lower for 0-60 and braking, higher for top speed.)
Also, the lap times in the game are assumed to be a professional driver, so differences between the game's time and the real time are to be expected. You'd be surprised how small mistakes can lead to huge time deficits when you're racing around a track.
To put things into perspective as to how unrealistic the tires were previously, I used to de-tune replica cars from their real life counterparts in order to match acceleration and lap times that I found to be more realistic. Now with the new more accurate tire model, no more nerfing is required. :)
It will take some getting used to, but I can assure you the tires are huge step in the right direction in terms of realism.
And while you're at it, feel free to share the ".car" file. I'd like to see how close I can get to those performance targets.
(I should qualify the above statements to reflect that these were replicas built in Patch #7. I'm not sure if there were any changes for the recently released Patch #8).
So far this is the only car I have modified for the Ellisbury update. It might not be optimal in every department, but I also tried very hard to make it realistic for the Automation world - i.e. be somewhat competitive on the market.
https://drive.google.com/file/d/16uBbVyStfNijiowPlKYbPwnp_u8CQmi0/view?usp=sharing
Managed a 3.2 second 0-60 run at the drag strip with the same settings. This is all exactly what I would expect from a car with these specifications in real life. If you were getting 0-60 in 3.7 you were launching with too much wheelspin. You can either modulate the throttle manually or adjust the launch control to settings that are appropriate for the surface you're driving on.
Going to try the Automation Test Track next and see what's what.
edit: After 3 laps, I managed a 2:20 and ordinarily I would attempt to go further, but the car is basically uncontrollable at the limit. It may sell well in campaign, but I'm guessing not in any of the track based demographics. LOL With that being said, I think the car has potential. I'm going to make a few alterations and send back the modified ".car" file. Try and it let me know what you think.
A bit surprised you couldn't beat the 2:20, because I feel like I really made many minor mistakes and could improve with more practice. The pre-Ellisbury this was a really fast and greatly handling car, but now there's more high-speed understeer and braking distance has gone up quite a bit. It used to have a different suspension config though - with less camber, but 190/265 wheels. After Ellisbury I increased the front wheel width for more grip and reduced oversteer by camber adjustments.
But sure, please let me know what you feel is wrong here and could be improved.
Here's the model with the wing: https://drive.google.com/file/d/1-8E8EKq9UebuVG_pRa8tHAoHtkn2IBqM/view?usp=sharing
The car is much more manageable at the limit. The only issue I found is a bug that is causing the hubs to be too stiff on export and immediately break. You can fix this by going to the Vehicle Config in BeamNG and lowering the hub stiffness front and rear from 100% -> 80%. After that, give it try and let me know what you think. (edit: I reported the bug on discord.)
Download here: https://drive.google.com/file/d/1ukZ5Sq3VYoymr7usEOy8WtZaTOGAdjSG/view?usp=sharing
* The gearing was too short (numerically high), so I modified it
* The engine was too peaky, so I reduced the cam profile to give it a bit more area under the curve
* The suspension setup was reasonable, but given the car is very rear-weight biased, I altered the flat-ride ratio to about 20%.
* In order to gain more grip, I raised the ride height and altered the sway bars (more weight transfer)
* The ratio between front/rear tire width was too small. So I increased the width slightly at the front and significantly at the rear.
* The brakes were overpowering the tires, so I modified them to be closer to the limit of grip.
* Added aero (I figured there were aero fixture mods you were using that got deleted, so I added vanilla aero fixtures)
FYI: Set the launch control to about 2,700 rpm (+/- depending on the surface you're driving on) and your 0-60 should be in line with Automation's with no alterations (other than fixing the wheel hub stiffness = 80%)
Interesting bug with the wheels though - wonder what's causing it.
At this point though what we end up doing is trying to bring back that 1.25 grip - just not by default, but by increasing tire width and balancing the suspension. If you think about it though - Lambo Diablo with a similar perfomance (except for top speed) has 245/335, so probably not too big after all
https://drive.google.com/file/d/12MDpnNwfD6WltO8weY2E1wwLa5iWI0ZG/view?usp=sharing
https://drive.google.com/file/d/1ScP2oiDm2dAo86Q_64IzFtjvYoflwzM9/view?usp=sharing
P.S. it actually very similar engineering-wise to the GT3... didn't notice that. It looks like you even modelled the gear ratios to be similar to GT3's :) It has a 100-0 braking distance of just 28m though.... how did they pull it off? Or is it because of semi-slicks being factory spec?
Car looks good with the fixtures on, thanks for sharing!