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Kart by ISI v1.140


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News item: http://rfactor.net/w....for-rfactor-2/
One of the most fun and least appreciated types of racing in rFactor 2 has got to be the karts. While for some this can create a whole standalone simulation, it is merely one of many vehicle types we offer to our users as a free download. If you haven’t tried them yet, be sure to give them a try with this updated version!


Download here!
(Requires up-to-date build of rFactor 2).


Physics (both Karts)
– New tires which have enabled the contact patch model for the first time.
– Added new wet weather variables for tires.
– Numerous AI correlation tweaks. AI warm tires quicker, wear slower and more evenly (F/R).
– Reduced inertia for wheels and engine. The wheels were set conservatively due to instability, an issue which new, more accurate tires have are the result.
– Reduced axle and gearbox friction to what should be a more accurate level.
– Softened undertray collision points which makes the kart more realistic and controllable over tall curbs.
– Fixed geometry bug that went unnoticed that was caused by a build bug fix (which was improperly defined in the previous kart release, and has been corrected for Builds 860 and newer).
– Tweak to reduce some ‘hopping’ experienced in certain extreme situations.
Physics Junior Kart specific
– Engine engine has more low end torque. Combined with other changes, it now accelerates a lot better from standstill.
Physics KartF1 specific
– Increased grip to correspond better with the class of tyre this is simulating.
UI
– Changed category name in-sim from ‘Kart Cup’ to ‘Karts’.
– Camera offset to match steering wheel.
Graphics
– Updated shaders
– Updated textures
– Minor 3D fixes


The contact patch model is still not fully complete, but at a sufficient point now. It is still lacking some lateral and longitudinal variability due to temperature / pressure and the lat/long deflections are still slightly over sensitive under extreme conditions when patch is extremely small. The vertical deflections are considered accurate. We will release more details soon.
There are also some setup adjustments not yet available in the UI. An update will follow.

 


Gli ISI tornano a mostrare più in dettaglio una delle categorie più interessanti (e potenzialmente divertenti) previste per rFactor 2: i go-kart!
 
Often described as the most pure form of motor racing, Karts are the ideal entry platform into the world of motorsports. Accessible to everyone with a capable body and mind, they are also one of the few forms of motorsport anyone can experience.
Very early in the development of rFactor 2, we planned to bring karting to our product. Some of you may have seen the wallpaper images we released very early showing them. As we finally close in on their release, we thought this might be a nice time to help those unfamiliar with them.
The rFactor 2 karts will come in two different flavors at this time, the Junior and Kart F1. Don’t let the names fool you, the junior karts already provide a serious punch, producing 20hp in a vehicle weighing under 150kg (driver included). These represent a very competitive kart that require lightning fast reflexes. The Kart F1 steps this up, producing 40hp and weighing only slightly more. With such power, the front brakes on the ‘F1′ are a welcome addition.
For those unfamiliar with karting, the first thing you will notice driving one of these is just how quick the steering is. With the steering ratio approximating 1:5 (depending on setup), three times quicker than most conventional road cars, you may fall into the trap of too much steering input. Small and precise movements are best.
Karts are also forced to run a locked axle, which means the inside rear tire has to be unloaded to allow the vehicle to steer properly. Significant understeer results if you fail to do so. The primary mechanism for providing a means to overcome this issue is through the front end steering geometry. Cranking the steering is usually accompanied by oversteer. A common mistake of amateurs is both applying lock too early or using excessive steering lock which can result in sudden snap oversteer. Though sometimes that might be exactly what you want!
 


 
The wide sticky tires used in karting provide huge amounts of grip, able to exceed 2G’s without any downforce to speak of. The chassis is finely tuned to deal with these G-forces.
Braking can be rather difficult in either category, the Junior kart, having only rear brakes, requires a constant watch for snap oversteer on account of locking rear wheels. Trail braking is of limited use, as this can lead to excessive oversteer upon corner entry, which on account of only having a single speed gearbox, with grippy tires, can bog you down right out of the power band. The ideal corner is to brake in a straight line, very limited trail braking on turn in, and then keep the kart in a shallow and consistent slide with high percentages of throttle input to ensure the engine does not bog down.
The engine in junior form, provides peak power just below 9000 RPM, however still sings on song until 12000 RPM before the power curve begins to fall away sharply. You will want to make sure the engine seldom sees RPM of below 6000.
In Kart F1 form, the engine produces peak torque and power at much higher RPM, peak torque is around 12000 and peak power around 13500 RPM, the curve doesn’t fall off too much until about 15500. Gearing is very important to extract the maximum performance out of your karts.
We would like to express our gratitude to Skip and Joey Essma of Ess Racing for their time and effort. (Hey, sponsors, sponsor Joey).


post-25-0-98549900-1395944865_thumb.jpg post-25-0-55179100-1395944917_thumb.jpg post-25-0-95764600-1395944959_thumb.jpg


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Posted Images

Disponibili per il download! Qui un po' di video.

 

OPTIONAL (install/uninstall/select in the customize menu):

HUD - http://rfactor.net/web/getfile/kart-hud/
Showroom (I wouldn't bother unless you use the UI as well) - http://rfactor.net/web/getfile/kart-showroom/
UI - http://rfactor.net/web/getfile/kart-ui/

Known issues: Visual driver position, bit high. Will be altered later. Shadows showing under bridge.



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Ieri sera li ho provati, divertenti ma non mi ci trovo molto forse perchè a me piacciono le staccatone e le scalate di marce....

comunque molto divertenti.... c'era nà caciara....

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  • 11 months later...
Settimana ricca di novità per gli appassionati di rFactor 2: il team ISI ha infatti rilasciato la nuova versione aggiornata 1.14 dei suoi Karts ! Come potete leggere dal changelog qui sotto, le novità e migliorie apportate da questa release sono numerose, soprattutto sul fronte della fisica.
 
News item: http://rfactor.net/web/2015/04/06/ka...for-rfactor-2/
One of the most fun and least appreciated types of racing in rFactor 2 has got to be the karts. While for some this can create a whole standalone simulation, it is merely one of many vehicle types we offer to our users as a free download. If you haven’t tried them yet, be sure to give them a try with this updated version!


Download here!
(Requires up-to-date build of rFactor 2).


Physics (both Karts)
– New tires which have enabled the contact patch model for the first time.
– Added new wet weather variables for tires.
– Numerous AI correlation tweaks. AI warm tires quicker, wear slower and more evenly (F/R).
– Reduced inertia for wheels and engine. The wheels were set conservatively due to instability, an issue which new, more accurate tires have are the result.
– Reduced axle and gearbox friction to what should be a more accurate level.
– Softened undertray collision points which makes the kart more realistic and controllable over tall curbs.
– Fixed geometry bug that went unnoticed that was caused by a build bug fix (which was improperly defined in the previous kart release, and has been corrected for Builds 860 and newer).
– Tweak to reduce some ‘hopping’ experienced in certain extreme situations.
Physics Junior Kart specific
– Engine engine has more low end torque. Combined with other changes, it now accelerates a lot better from standstill.
Physics KartF1 specific
– Increased grip to correspond better with the class of tyre this is simulating.
UI
– Changed category name in-sim from ‘Kart Cup’ to ‘Karts’.
– Camera offset to match steering wheel.
Graphics
– Updated shaders
– Updated textures
– Minor 3D fixes


The contact patch model is still not fully complete, but at a sufficient point now. It is still lacking some lateral and longitudinal variability due to temperature / pressure and the lat/long deflections are still slightly over sensitive under extreme conditions when patch is extremely small. The vertical deflections are considered accurate. We will release more details soon.
There are also some setup adjustments not yet available in the UI. An update will follow.


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