ironmanx2 escribió:Ojo, me meto con un colega en una sala online de SA 40 en monza para probar penalizaciones. Mitad de carrera, lo dejo pasar y en la primera chicane lo empotro a lo bestia por detrás mientras el cogía chicane de forma correcta. Le reviento el coche, me lo reviento yo, lo saco de la carrera, yo me salgo directamente de ella. Sabéis cual ha sido mi penalización por reventarle el coche a drede a un piloto que iba de legal y yo salirme de la carrera en la mitad?,
CERO, NADA. Fui a perfil de piloto y tenía los mismos SA que cuando entre en carrera.
VERGUENZA me daría Kunos.Edito: esto es la vertiente competizione del juego?
![más risas [+risas]](/images/smilies/nuevos/risa_ani3.gif)
Una sala de SA 40 viene a ser una sala pública echa por Kunos, un vez llegas a 40 (cosa que haces en media hora offline), te puedes linchar a meter hostias por todos lados porque las penalizaciones son de risa.
Si te da por entrar en una de SA 70 publica , quizás llegues a viejo antes de entrar en una de ellas porque no hay ni el tato.
![Aplausos [plas]](/images/smilies/aplauso.gif)
Realmente se supone que es un juego dedicado a un público muy concreto que "debería" saber a lo que juega y saber la normativas de deportividad del automovilismo.
Ahora,yo solo entré en una rápida y la gente se comportó..
También tengo que decir que hasta no llegue al nivel de los servidores de competición(que es realmente la vertiente de competizione junto los servidores /salas privadas) ,no me meteré en las públicas...y si hay apenas gente en las de SA 70 ,buena señal..casi diría,eso es que los que consiguen el SA suficiente van directamente a los servidores de competición.
Luego es lo de siempre,mucho GTS, ACC, iracing, Pcars 2.... ningun sistema de comportamiento/penalizaciones es perfecto.
Por eso,al final los la que lo toman en serio acaban en salas privadas apuntándose a torneos /ligas online organizados.
Me da que ningún sistema de comportamiento/penalización será perfecto jamás
EDIT
Post de Aris sobre las diferentes pastillas de freno,su uso y desgaste ,conductos de freno y daños de neumáticos:
Brake ducts, car damage, tyre damage and generally how we can make you lose a race and get angry...
NEW!
ACC v.1.2 brings different brake pads selection, brake pads and brake discs wear
Brake pads and brake discs wear is relative to the brake pad choice, temperatures, driving style, ABS and brake bias usage. Brake disc and pad wear is shown at the end of each driving session, when you return to your strategy setup UI on the "last readings" box.
Additionally brake pads consumption will appear as a red dot in the center of the brake discs heat visualisation in the tyre and brakes HUD, when brake pads are under 10mm thickness.
Normally brake discs should last more than 24 hours race, but because there is no pitstop time penalty (all teams are obliged to at least one fixed time long pitstop so that they can change brakes), all teams prefer to change discs and pads at least one time during long endurance races.
There are 4 different brake pads available to choose from, each with its own characteristics and different combinations of brake pads front and rear are permitted.
Pad 1: Very aggressive friction coefficient, max braking performance, aggressive disc and pad wear. Pedal modulation can be tricky if out of temperature or as it wears down. Use in hotlap and qualifying sessions, sprint races and can withstand 3 hours races. Risky and dangerous to use over 3 or 4 hours because the pads will wear down, overheat and lose linearity in brake pedal feel.
Pad 2: Very Good friction coefficient, very good braking performance, good disc and pad wear. Pedal modulation almost always good and linear, good feedback while overheating and gradual wear. Perfect for endurance racing, but can also be used in hotlap , qualifying sessions as well as sprint races as what it loses in performance, regains in braking modulation and predictability. The default choice for long endurance races, easily makes 12 hours and can make 24 hours race too with a bit of care. Will also overheat and lose linearity in brake pedal feel when worn out, but in a more predictable way and after much longer stints. Because of the lower friction, you could possibly use smaller brake ducts.
Pad 3: Moderate friction coefficient, braking zones can be longer in dry, very moderate disc and pad wear. Excellent pedal modulation also in cold ambient conditions, very linear pedal feedback. Excellent choice for wet conditions and very long endurance races. Very predictable and easy to modulate brake pad. Because of the lower friction, you should use smaller brake ducts.
Pad 4, extreme aggressive fiction coefficient. Max braking performance, extremely aggressive disc and pad wear, bad cold performance. This is a sprint race pad that can last about an hour but will show worse pedal feel, worse performance and overheating towards the end of the one hour stint. Those kinds of pads are not used in endurance racing, but included for demonstration purposes.
ACC v.0.7 brings brake ducts simulation.
Actually brake ducts simulation was always there, but now it is enabled as setup choice. As usual the preset setups have a default brake duct setting, that can work safely pretty much in any condition, different brake duct settings can affect greatly the brake efficiency but also the tyre temperatures and of course up to a point, the aerodynamics of the car.
The obvious functionality of the brake duct is to bring more or less air to the brake discs and keep them in a temperature range that can be effective. Setting 0 is a completely closed duct and can provoke brake fade very very fast, exceeding 1000°C. Never to be used in a real race, but added for simracer's gratification. Setting 6 is completely open and can keep the brakes very cold.
Small and fast note of how the brake heat affects braking performance. The brake discs and pads have a range of optimum friction, just like the tyres. Keeping their temperature between this range, will give you the best possible brake performance. Of course that doesn't mean that it will also stop the car sooner, as this depends on a multitude of reasons like tyre grip, downforce, ABS, setup etc. But it is obvious that a very cold brake system will make your braking zones much longer and the same will happen for a very hot brake system. In addition a very hot brake system will also wear down the pads much faster... but this is a different story for a different release version maybe

The brake duct doesn't only change the peak heat temperature but, most importantly it changes how the heat gets dissipated after you release the brakes. A low setting will keep the brakes hot for a longer period of time after your last braking zone, while a higher setting will not only achieve a lower peak temperature but also cool them down faster.
Ideally you want your front brake HUD to show green or slight yellow at the end of your braking zone and your rear, green. Don't judge after just 2,3 braking zones. Do a couple of laps and let the brakes do some heat/cool cycles to arrive at a balanced condition.
MoTeC channels are available for brake heat.
This behaviour brings us to the next very important influence of the brakes. The red hot discs will warm up the rims and then the air inside the tyre. In that way you can use the brake heat to heat your tyres up or try to run a bit colder brakes to keep the tyres from overheating.
Again, a couple of laps are needed to check the heat behaviour of the whole system brakes and tyres.
Also keep in mind that the brake ducts, especially the fronts, get heat from low near the asphalt. That is why they are influenced more by asphalt temperature. This means that you might have the same ambient temperature but an overcast weather will heat the asphalt and thus the brakes, more than a cloudy condition.
Also, the water now influences the brake discs, so under rain conditions it is better if you use a lower brake duct settings.
Finally, as you might have thought, the brake ducts will influence a bit the aerodynamics of the car, both in downforce and most importantly drag. The differences aren’t massive as you might expect, but they will make 3-4kmh difference at the long straight of Paul Ricard and as you know, every little counts.
ACC V.0.7 also brings an industry first tyre damage implementation.
One of the most risky conditions in a racing car, is cold tyres. Everybody has heard pit radio screaming at the driver to warn him that his tyres are cold and he should warm them up. Obviously a well warmed up tyre gives better grip and improves performance so it makes sense to have warm tyres at all costs. Still, there is a much more dangerous situation that occurs on cold tyres. A tyre is inflated with a low pressure so that with heat going up, the tyre will be at the optimum pressure. On the other hand a cold tyre will go even lower in pressure and this means the tyre can flex and move a lot. Riding a stepped kerb on a very low tyre, will make it vibrate and flex a lot. This can provoke carcass damage, can make the tyre lose contact with the rim and small amounts of pressure, eventually creating a vicious cycle that can provoke permanent deflation of the tyre and puncture! All of this is now simulated in ACC.
When the pressure goes under 24psi, you will get a warning from pitradio to keep an eye on it and avoid kerbs. You should really avoid kerbs at all costs when the pressure is so low. If you ride and slide over stepped kerbs with such a low kerb, the tyre might lose pressure. If the pitradio understands that you lost a good amount it will warn you again. It’s up to you of course to do a pitstop and put new tyres or raise the pressures, or risk it and stay out trying to heat up your tyres and raise your pressures. But don’t blame us if over a kerb the tyre will instantly deflate and you’ll end up spinning with no grip… or tyre.
Go outside the track and rejoining, running wide on grass and sand traps can also provoke similar tyre damage situations. All in all, the more you abuse your tyres when not in correct pressures, the more risk you have to get a puncture or at least to seriously compromise your tyres life.
A typical scenario of what you might experience: You start with slick tyres and correct pressures. Dynamic weather changes and you get night time cloudy with lower temperature or slight rain. You think you can handle it with slicks and decide to stay out. The grip is not bad but the tyres lose temperature and pressure fast. You get a warning from the pit radio which you ignore and you keep pushing on the kerbs. Another different warning, this time the pit radio says they detect a slow puncture or simply you’re losing pressure. Another kerb, and another and then that frightening sound of a tyre exploding, sparks from the under tray scratching the asphalt and your car spinning without control… maybe you should have made that pitstop for rain tyres.
Obviously the system is brand new and needs tweaking, so we appreciate your feedback. There is nothing random in the system, all of it depends on your actions, but some of the causes and effects are not predictable. You can never tell how your tyres hit the kerb or what impact they got in the re-entry from the grass, so some effects might seem random to you, but they are not.
We think it adds extra depth of simulation, realism and decision making while racing.
Finally with ACC v.0.7 we also activate the classic damage. Aero damage, drag and downforce, suspension bends, and total crash can happen. It’s a good system, fairly simple, does the job. We will try to improve on that too, in the near future.
Hope you will enjoy.
AÑADO,post de mapas de motor y accelerador de cada coche;
V1.1, ECU and throttle maps updates on all cars. Specifically:
tl;dr not much changes in the way you drive.
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Aston Martin Vantage V12 GT3 8 levels
1-4 dry maps.
1 fastest high fuel consumption
2 a bit slower, normal fuel consumption, aggressive throttle map
3 a bit slower, normal fuel consumption progressive throttle map
4 slowest, less fuel consumption, progressive throttle map
5-7 wet maps
5 similar to dry 2&3 map, normal fuel consumption with slightly progressive throttle map
6 a bit slower, less fuel consumption and progressive wet throttle map
7 identical to 6 with more progressive throttle map
8 Pace car very slow map and low consumption for Pace Car situations
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Aston Martin Vantage V8 GT3 (EVO) 8 levels
1-4 dry maps.
1 fastest high fuel consumption
2 a bit slower, normal fuel consumption, aggressive throttle map
3 a bit slower, normal fuel consumption progressive throttle map
4 slowest, less fuel consumption, progressive throttle map
5-7 wet maps
5 similar to dry 2&3 map, normal fuel consumption with slightly progressive throttle map
6 a bit slower, less fuel consumption and progressive wet throttle map
7 identical to 6 with more progressive throttle map
8 Pace car very slow map and low consumption for Pace Car situations
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Audi R8 GT3 & Audi R8 GT3 EVO 8 levels
1-4 dry maps.
1 fastest high fuel consumption
2&3 a bit slower, normal fuel consumption 2 different throttle maps
4 slowest, less fuel consumption, same throttle map as level 3
5-7 wet maps
5 fast map, normal fuel consumption with slightly wet throttle map
6&7 a bit slower map with less fuel consumption and 2 different wet throttle maps
8 Pace Car very slow map and low consumption for Pace Car situations
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Bentley 2016 8 levels
1-4 dry maps.
1 fastest high fuel consumption
2&3 a bit slower, normal fuel consumption 2 different throttle maps
4 slowest, less fuel consumption, same throttle map as level 3
5-7 wet maps
5 fast map, normal fuel consumption with slightly wet throttle map
6&7 a bit slower map with less fuel consumption and 2 different wet throttle maps
8 Pace Car very slow map and low consumption for Pace Car situations
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Bentley 2018 8 levels
1-4 dry maps.
1 fastest high fuel consumption
2&3 a bit slower, normal fuel consumption 2 different throttle maps
4 slowest, less fuel consumption, same throttle map as level 3
5-7 wet maps
5 fast map, normal fuel consumption with slightly wet throttle map
6&7 a bit slower map with less fuel consumption and 2 different wet throttle maps
8 Pace Car very slow map and low consumption for Pace Car situations
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BMW M6 8 levels (no bugs, yes they are strange)
1-3 dry maps.
1 fastest very high fuel consumption, aggressive throttle map
2&3 a bit slower, normal fuel consumption, 1 linear throttle map, 1 gradual throttle map
4 Reserve engineers map, don't use. Very low power
5 Pace Car Fuel consumption map. Low power, low consumption
6-8 wet maps
6 fastest high fuel consumption, wet throttle map
7&8 a bit slower, normal fuel consumption, 2 different wet throttle map
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Ferrari 488 GT3 12 levels
1-4 dry maps.
1 fastest normal fuel consumption
2 a bit slower, less fuel consumption
3 a bit slower, normal fuel consumption
4 slowest, lowest fuel consumption
5-8 wet maps
5 fastest normal fuel consumption, wet throttle map (less linear more gradual)
6 a bit slower, less fuel consumption, wet throttle map (less linear more gradual)
7 a bit slower, normal fuel consumption, wet throttle map (less linear more gradual)
8 slowest, lowest fuel consumption, wet throttle map (less linear more gradual)
9-12 Reserved and Pace Car levels very low power maps and low consumption for Pace Car situations
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Honda NSX GT3 & Honda NSX GT3 EVO 8 levels
1-4 dry maps.
1 full power, progressive throttle map
2 full power, linear throttle map
3 full power, aggressive throttle map
4 full power, very aggressive throttle map
5-6 wet maps
5 full power, progressive throttle map
6 full power, more progressive throttle map
7 less power and consumption, progressive throttle map
8 Pace Car very slow map and low consumption for Pace Car situations
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Lamborghini Gallardo REX 4 levels
1-4 dry maps.
1 fastest high fuel consumption
2 a bit slower, normal fuel consumption aggressive throttle map
3 identical to 2, progressive throttle map
4 slowest, less fuel consumption, same throttle map as level 3
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Lamborghini Huracan GT3 & Lamborghini Huracan GT3 EVO 8 levels
1-4 dry maps.
1 fastest high fuel consumption
2&3 a bit slower, normal fuel consumption 2 different throttle maps
4 slowest, less fuel consumption, same throttle map as level 3
5-7 wet maps
5 fast map, normal fuel consumption with slightly wet throttle map
6&7 a bit slower map with less fuel consumption and 2 different wet throttle maps
8 Pace Car very slow map and low consumption for Pace Car situations
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Jaguar 6 levels
1-3 maps.
1 fastest very high fuel consumption, linear throttle map
2 a bit slower, normal fuel consumption, linear throttle map
3 slower, less fuel consumption, linear throttle map
4-6 wet maps.
4 fastest very high fuel consumption, wet gradual throttle map
5 a bit slower, normal fuel consumption, wet gradual throttle map
6 slower, less fuel consumption, wet gradual throttle map
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Nissan GT-R GT3 2016 & 2018 levels
1-4 maps.
1 fastest high fuel consumption, linear throttle map
2 a bit slower, normal fuel consumption, linear throttle map
3 slower, less fuel consumption, linear throttle map
4 fuel saving, linear throttle map
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Lexus RC F GT3
1-4 maps.
1 fastest high fuel consumption, linear throttle map
2 identical to 1, aggressive throttle map
3 identical to 1, progressive throttle map
4 fuel saving, wet throttle map
5 Pace Car very slow map and low consumption for Pace Car situations
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Mclaren 650S GT3 9 levels
1-4 dry maps.
1 fastest normal fuel consumption
2 a bit slower, less fuel consumption
3 a bit slower, normal fuel consumption
4 slowest, lowest fuel consumption
5-8 wet maps
5 fastest normal fuel consumption, wet throttle map
6 a bit slower, less fuel consumption, wet throttle map
7 a bit slower, normal fuel consumption, wet throttle map
8 slowest, lowest fuel consumption, wet throttle map
9 Reserved and Pace Car level very low power maps and low consumption for Pace Car situations
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Mclaren 720S GT3 12 levels
1-6 dry maps.
1 Qualifying fastest, aggressive throttle map, high fuel consumption
2 Race1 a bit slower, linear throttle, normal fuel consumption,
3 Race2 a bit slower, progressive throttle map, a bit less fuel consumption
4 Race 1 Fuel save map, less power, linear throttle map, low fuel consumption
5 Race 2 Fuel save map, even less power, linear throttle map, even lower fuel consumption
6 Race 3 Fuel save map, lowest power, linear throttle map, lowest fuel consumption
7 High Temp very low power and very high consumption, to cool off engine for emergency situations
8-9 damp conditions maps
8 Damp Qualifying, progressive throttle map, high fuel consumption
9 Damp Race Fuel save map, less power, progressive throttle map, low fuel consumption
10-12 Wet conditions maps
10 Wet Qualifying, wet throttle map, high fuel consumption
11 Wet Race1 a bit slower, wet throttle map, normal fuel consumption,
12 Wet Race2 a bit slower, wet throttle map, normal fuel consumption
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Mercedes AMG GT3
1-3 maps.
1 fastest high fuel consumption, linear throttle map
2 a bit slower normal fuel consumption, linear throttle map
3 slow, low fuel consumption, linear throttle map
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Porsche 991 GT3-R & Porsche 991ii GT3-R (EVO)
1-9 maps.
1 normal power&consumption least progressive throttle map
2 normal power&consumption progressive throttle map
3 normal power&consumption aggressive throttle map
4 normal power&consumption linear throttle map
5 Qual power, high consumption, least progressive throttle map
6 Qual power, high consumption, progressive throttle map
7 Qual power, high consumption, aggressive throttle map
8 Qual power, high consumption, linear throttle map
9 Low power, low consumption, progressive throttle map
10 Pace Car very slow map and low consumption for Pace Car situations