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RACE SERIES KEY A19=Assetto Corsa, E10=Raceroom Experience, L23=UKGTL GT Legends, LN2=Legacy NoGrip GT Legends, LNE1=Legacy NoGrip GT Legends Endurance races
 
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Linked Events
  • A2GT2 Zandvoort: October 26, 2016
October 26, 2016, 08:00:00 PM +0100 - Zandvoort (GP) - UKAC Season 2 GT2 Challenge Cup
Driver
 Team
Nat. Make Model Class Qualifying Race
Tyres Pos Time/Gap Pos Time/Gap Laps Stops Best Retirement
reason
Ballast
Simon Gymer
 Team Shark
BMW M3 GTR {unknown} 2 +0.053
---
1 40:00.878
---
24 1:38.898
---
Dunlop  
Maikel K.
 
Ferrari 458 GT2 {unknown} 1 1:38.424
---
2 +13.593
---
24 1:38.710
---
Michelin  
Linus27
 Peanuts Motorsport
Ferrari 458 GT2 {unknown} 4 +1.330
---
3 +42.090
---
24 1:40.694
---
Michelin  
picnic
 Team Shark
BMW M3 GTR {unknown} 5 +1.456
---
4 +43.115
---
24 1:40.324
---
Dunlop  
spanner
 Prodigy Racing
Chevrolet Corvette C7-R {unknown} 3 +0.852
---
5 +57.907
---
24 1:39.977
---
Michelin  
garyjpaterson
 
BMW M3 GTR {unknown} 7 +2.015
---
6 +1:07.885
---
24 1:41.247
---
Dunlop  
Stefan aka Postal
 Legends Racing
Chevrolet Corvette C7-R {unknown} 8 +2.305
---
7 +1:24.766
---
24 1:41.199
---
Michelin  
SRW
 Prodigy Racing
Chevrolet Corvette C7-R {unknown} 9 +4.906
---
8 +1L
---
23 1:42.632
---
Michelin  
Eck Simpson
 Team RaceConnect
Chevrolet Corvette C7-R {unknown} 6 +1.797
---
9 +3L
---
21 1:40.346
---
Michelin  
nfsw55
 
BMW M3 GTR {unknown} DNS ---
---
Dunlop  
Mark J
 Legends Racing
Ferrari 458 GT2 {unknown} ---
---
Michelin  
keikojoe
 
Chevrolet Corvette C7-R {unknown} ---
---
Michelin  
Pages: [1] 2 3
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Author Topic: UKAC Season 2 GT2 Challenge Cup - Zandvoort - Oct 26  (Read 6021 times)
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Mark J
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« on: October 20, 2016, 01:12:03 PM +0100 »

GT2's at Zandvoort



Booking: 18.15 (60mins) for those not on the pre-entry list.
Practice: 19:15 (60mins)
Qual: 20:15 (15 mins)
Race: 20:30 24 Laps (approx 40mins)

Cars allowed:
All GT2 class cars

Track:  Zandvoort GP

Live Timing: stracker.simracing.org.uk:50041/lapstat

Skins (optional) :-
Sharks BMW -  https://1drv.ms/u/s!AqbmIBVqjlgPgqJo3TexjUhOIrtHBw
Ecks Corvette - https://www.mediafire.com/?8v4um2f9kbxrau5

Time of Day Setting: 13:00
Weather: Mid-clear
Start: Standing
Tyre wear: Normal
Fuel consumption: Normal
Pit-stops: None

Server track settings:
SESSION_START=100
RANDOMNESS=0
LAP_GAIN=0
SESSION_TRANSFER=N/a

Damage: 60%

PLP App - Not used in this series. Cutting will be monitored on replay and penalties issued for excessive cutting.

Notes:
(1) Please make sure you are fully aware of the UKGTR Rules
(2) Driver lists can be found on the championship standings page
(3) Please use the Driver Details page to ensure that the league management software has your correct details
« Last Edit: October 20, 2016, 09:49:58 PM +0100 by Mark J » Logged

Mark J
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« Reply #1 on: October 20, 2016, 01:16:08 PM +0100 »

Unfortunately I am away for the final round  :'( so have fun and keep it clean.

Note I set the race to 24 laps but keep an eye on live tracker and adjust if necessary.
« Last Edit: October 20, 2016, 10:29:15 PM +0100 by Mark J » Logged

spanner
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« Reply #2 on: October 23, 2016, 11:01:21 PM +0100 »

Tricky but fun combo. Relatively soft setup bottoms out over the undulations but stiffening it up reduces the grip. So far my VIR setup is working well here.

Looks like the Porsche DLC will be available on tuesday, so am guessing a game update to go with it?
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garyjpaterson
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« Reply #3 on: October 25, 2016, 11:03:02 AM +0100 »

Yep, new update this afternoon. Not expecting anything major that'll effect this race.

There are a couple of minor things though;

- New camber grip variation formula - from what I can gather this is related to how positive camber works, shouldn't really be noticeable.
- Added session time/laps on the top of the screen (laps are the leader ones) - just a nice subtle lap counter at the top, looks clean and tidy
- Now race is over when the car complete its lap and the leader has finished his last one
- Added new F9 vertical layouts - much nicer than the horizontal one IMO
 Added multiplayer splits - Can't beleive its been so long without this
- Added Time Table leaderboard mode: this includes realtime splits and delta
- Improved laptimes board by adding splits and tyre compound
- Delta App reviewed - No idea whats been changed, I love this app so I hope its good
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation - I know we have damage turned down a bit, so expect tyre graining to be more prominent in the race.

Also there a loads of sound/audio stuff which goes over my head, but this one sounds really awesome to me:

- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)

Need to get practising for tomorrow, as I haven't touched Zandvoort in a long time. Hoping to not drop down the championship leaderboard too much, though with Mark not joining us it gives me a better chance.
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Maikel K.
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« Reply #4 on: October 25, 2016, 11:31:37 AM +0100 »

I'm looking forward to the update aswell. Guess I'll have to get some laps in tonight, see if there's any noticable changes.

I hope we get more mechanical sounds and stuff in the cockpit view. Never liked the fact you can only hear the engine and the exaggerated tyre squealing.
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picnic
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« Reply #5 on: October 25, 2016, 11:35:30 AM +0100 »

- Now race is over when the car complete its lap and the leader has finished his last one
Finally

I'll try and get server update late afternoon / early evening.
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garyjpaterson
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« Reply #6 on: October 25, 2016, 11:49:35 AM +0100 »

I hope we get more mechanical sounds and stuff in the cockpit view. Never liked the fact you can only hear the engine and the exaggerated tyre squealing.

I think we'll still be missing any sort of realistic tranmission wobble noise, which IMO will be huge if we ever get it. I think its quite tricky to implement, and requires a lot of physics changes.

Also in case you didn't know, there are not only options to reduce tyre noises etc, but also how soon the tyres squeal in terms of slip. I think it's called 'Tyre Skid Entry Point', its a lot better when you turn it down (imo).


Here are some of the sound stuff, kinda goes over my head so I didn't include them earlier:

- General audio engine code cleaning and bug fixing
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performance improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs process kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations
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spanner
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« Reply #7 on: October 25, 2016, 12:03:40 PM +0100 »

I don't tend to run the time info/ leaderboards on screen and rely on other apps, will need ot try out the F9 info. None of the apps I use display time gaps properly in a race. I also rely on the delta app so much I have no idea on the actual sectors.

Theres always been a lap counter!

I'm planning on trying out the porsches tonight! Looking through car listing for the packs on steam does look nice. Hope we can fit in some single make races using some of these. Tho if the Ruf was anything to go by they are not going to be easy/ fun!
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Linus27
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« Reply #8 on: October 25, 2016, 01:41:57 PM +0100 »

I'm really looking forward to the GT4 Cayman and 70's 911 RSR.
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Michael Boylan

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« Reply #9 on: October 25, 2016, 01:51:07 PM +0100 »

Whilst I will spend a lot of time experiencing the older, wilder, classic Porsche's - I'm going to be the sole person who is looking forward to the barge that is the Panamera  laugh

I'd never have one IRL, but there just something funny about driving lumps of lard in sims  Grin Same with the Maserati Levante we had, and the upcoming Porsche SUVs. And thats why I made the Transit for AC, its just hilarious!

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Jeffrey
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« Reply #10 on: October 25, 2016, 02:29:34 PM +0100 »

I'd never have one IRL, but there just something funny about driving lumps of lard in sims  Grin Same with the Maserati Levante we had, and the upcoming Porsche SUVs. And thats why I made the Transit for AC, its just hilarious!

I agree, the M4 with street tyres is also lots of fun and don't forget the trucks Grin
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Eck Simpson
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« Reply #11 on: October 25, 2016, 05:14:41 PM +0100 »

AC is updating....
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picnic
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« Reply #12 on: October 25, 2016, 05:17:29 PM +0100 »

Thanks for the heads up - kicked mine off. I see it's 1.4GB
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picnic
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« Reply #13 on: October 25, 2016, 07:21:10 PM +0100 »

Server has been updated
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Eck Simpson
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« Reply #14 on: October 25, 2016, 09:40:30 PM +0100 »

AC updating.. again.
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