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 2015 Bathurst 1000 Classic - Discussion 
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Round four from five of the 2015 efnetsimracing Endurance Series is upon on us in the form of the 2015 Bathurst 1000.

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Sunday, September 13, 2015

mod: RSM Racing V8s v1.1 + RSM Racing 2015 Real World Add-on V1.10
rF1 track: ORSM Bathurst 2010 with league gravel patch
Qualifying: 9:00 PM EDT (15 Minute PRIVATE session)
Warmup: 9:15 PM EDT (5 minute Driver's Meeting)
Race Green Flag: 9:20 PM EDT (54 laps)

Practice Server Time: 12:00 noon
Qualifying Server Time: 12:00 noon
Race Server Time: 10:30 AM

damage: 65%
fuel multiplier: normal
tire multiplier: normal
mechanical failures: normal
timescale: 3X

PIT LANE SPEED LIMIT SHALL BE ENFORCED


We will be leaving behind the somewhat dated and controversial World Touring Masters mod that we utilized 2012-2014 in favor of the newest and arguably best V8 Supercars mod available for rFactor - RSM V8s - and the complete elimination of performance balance concerns.

Pick your favorite and get to work on setup and race strategy!

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Mon Aug 31, 2015 8:49 pm
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Mod and track are posted: http://forum.efnetsimracing.com/viewtopic.php?f=42&t=2877

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Mon Aug 31, 2015 8:55 pm
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Picking a car should be refreshingly easy for everyone.

Ford, Holden, Mercedes, Nissan and Volvo. All functionally identical, just pick your favorite based on sound and appearance.

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Mon Aug 31, 2015 9:00 pm
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Format.

I did a little research.

The 2014 real life race started at 10:30 and finished around 16:30, a couple of minutes under 6 hours.

The race had a fixed number of laps, 161 which is very slightly over 1000 km.

Fast laps during the race were a little under 2:08. My fastest lap so far with the RSM V8 on soft tires is around 2:08, IIRC, maybe 2:07.

(Very nice correlation to RL)

This race for us in the past has been 50 laps, with the leader finishing in a little under two hours with fast laps around 2:18.

My suggestion is for us to run 54 laps (~1/3 of the real life 161 laps) with a 3X time scale starting the race at 10:30 AM server time and finishing sometime before 16:30 server time. These cars are quicker than ones we used 2012-2014 so the total race time should be similar and even at that, on the short side for the Endurance Series but the next nice step would take us to 80 laps, which would be almost three hours, if not over.

We'd test, of course, to assure that it doesn't get too dark near the end. I very much liked the visual impact of finishing Daytona around sunset / dusk and my hope is that the sim Australian sky is equally nice.

Preliminarily and not knowing any better at the moment, tires and fuel would remain at normal with no multiplier. I didn't make note but I did have the impression that fuel consumption was higher than what we're used to.

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Mon Aug 31, 2015 10:00 pm
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I did a little more real life research using the 2015 V8 Supercars rulebook as a couple of things about the mod bothered me a little.

At the very least, the mod nailed the minimum weight, final drive ratios and rev limiter. The transmission gear ratios aren't exactly as specified but are damn close. Ironically, the rule book erroneously specifies a 6th gear with a ratio of 1.000 but with a tooth count of 22/24 (1.091).

edit 2015 09 15 19:42

I erroneously inferred that "drop gear" was Australian for 6th gear or overdrive. It's actually an extra set of gears incorporated into the transaxle design that alter the overall gear ratios that can be changed without disassembling the transaxle; the Albins ST6M transaxle has gears 1-6 (plus reverse), the drop gear set plus the equivalent of the pinion and ring gears.

The technical regulations do not specify the gear ratios beyond specifying which drop gear set must be used at each circuit, referring to another document that I've been unable to find.

The bottom line for us is probably to just chill until next year by which time I'd expect RSM to get in sync with the gearing realities. If not we'll take full advantage of this being a sim and simply adjust the final drive ratio to suit our needs. It already seems that the mod isn't perfectly true to real world anyway so it's dumb for me to spend hours on authenticity when I can spend 30 minutes on perfection.

A set of technical regulations that pertains to a different classification does include individual gears, a set of drop gears and final drive ratios. That one appears to be the source of the gear ratios in the V1.1 version of the mod.

The best info that I could come up with at this time is that the Albins ST6M transaxle comes standard with 2.36 / 1.82 / 1.47 / 1.24 / 1.04 / 0.92 individual gears and a 3.27 ring and pinion.

V8 Supercars specifies the required drop gears for each track, with 1.13, 1.07, 1.00 and 0.96 cited. That does not include the new drop gears for Sandown and Bathurst. The next tallest drop gear listed by Albins in their media for the ST6M is 0.93 followed by 0.88. 0.93 would lower the revs by about 235 rpm, which seems a little excessive so perhaps they'll make up a different set of drop gears.

It's noteworthy that the drivers at Bathurst cited an extremely tall 1st gear due to the drop gear for Bathurst. For us, 1st gear was very short so something does seem to be off.


The minimum weight is exactly as specified.

The technical rules stipulate that the "engine must not produce power beyond 7500 rpm". I interpret that as the rev limiter must kick in at 7500, cutting power. The engine, of course, can still rev above 7500 rpm as the rev limiter can't do anything to limit engine speed during engine braking. RSM V8 mod has the rev limiter set to 7500 rpm.

6th gear is maybe a tiny bit short for Bathurst and may be a little short when drafting but the 3.15 axle ratio is clearly designated in the real life rules as one of the four options and as required for Bathurst. The four axle ratios are identical to real life.

Real life tire choices are essentially "soft" and "hard", same as the mod.

There's lots of other opportunities for the mod to match the real life settings and I suspect that the makers did just that.

Pretty cool stuff and extra happy for my minor reservations to be explained away.

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Tue Sep 01, 2015 8:13 pm
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Event start time and race distance have been decided.

I hope to iron out the remaining details tonight.

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Tue Sep 01, 2015 10:20 pm
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Not sure Im getting the schedule.
Our normal events starts 9:30PM. The Daytona 2.4 started 9:00PM.

Dont remember last year´s event...but 18:00? 6:00 PM?


Wed Sep 02, 2015 12:02 pm
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AngeloDS wrote:
Not sure Im getting the schedule.
Our normal events starts 9:30PM. The Daytona 2.4 started 9:00PM.

Dont remember last year´s event...but 18:00? 6:00 PM?
Ya that's not right we are not starting that early, should be close to same as Daytona.

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Wed Sep 02, 2015 12:45 pm
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Damnit.

Fixed.

I'd change to Pacific time because that's were my brain and I live to avoid the same mistake but we're used to Eastern time here.

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Wed Sep 02, 2015 1:33 pm
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We will be going with the 3X time scale for the race and a 10:30 AM in-game race start time.

Last piece is damage %.

50% seems too forgiving with this mod.

We use 65% for HGT and 50% for Enduracers.

I've set it to 65% for this weekend's exhibition race to see how it goes.

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Wed Sep 02, 2015 2:15 pm
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Damage is set to 65% and shall be set to 65% for the race.

Pit lane speed limit shall be enforced, so map the speed limiter.

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Tue Sep 08, 2015 3:54 am
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Hey guys! I need some help! I am getting 2 mismatches 1) FGX.HDV 2) RSMRacing.rfm! I downloaded both the files and installed them! Any advice please??

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Tue Sep 08, 2015 2:35 pm
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Corrupt download? These are the two that you need:

2. RSM Racing Mod V8's v1.1 https://drive.google.com/file/d/0B__kGM ... sp=sharing

(part 1 of 2 of full installation, essentially the base mod)

3. RSM Racing Mod V8's - 2015 Real World Add-on v1.10 https://drive.google.com/file/d/0B__kGM ... sp=sharing

(part 2 of 2 of full installation, adds cars and skins from the real life 2015 series)

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Tue Sep 08, 2015 2:41 pm
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Some people are getting TDF mismatch for whatever reason.

The track link that I originally posted was from last year's Bathurst 1000.

I uploaded the track from my folder and posted a new link last night. If you are mismatching, try that viewtopic.php?f=42&t=2877

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Wed Sep 09, 2015 4:07 am
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The track that Efnet uses doesnt fit for GBR or R2P, for instance.
Some change was made along the way.

I backed up my previous version that is most used everywhere, before install the version for this event.


Wed Sep 09, 2015 7:00 pm
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The efnet version has a sand patch at the end of Conrod...cause we wouldn't want to slow the cars down before piling into the wall. That would be silly. :P

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Wed Sep 09, 2015 7:11 pm
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Unbelievably, I haven't been off at that section this year so I suppose that there could be a better gravel number to better suit these cars but HGT T/A was evidently getting stuck in the gravel.

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Wed Sep 09, 2015 7:42 pm
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Tom Lory wrote:
Corrupt download? These are the two that you need:

2. RSM Racing Mod V8's v1.1 https://drive.google.com/file/d/0B__kGM ... sp=sharing

(part 1 of 2 of full installation, essentially the base mod)

3. RSM Racing Mod V8's - 2015 Real World Add-on v1.10 https://drive.google.com/file/d/0B__kGM ... sp=sharing

(part 2 of 2 of full installation, adds cars and skins from the real life 2015 series)

Thanx Tom! Fixed! Now to get time to practice!

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Thu Sep 10, 2015 12:04 am
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Tom Lory wrote:
Unbelievably, I haven't been off at that section this year so I suppose that there could be a better gravel number to better suit these cars but HGT T/A was evidently getting stuck in the gravel.
I think it was the HGT Sportsman cars that got stuck there and the reason for the patch.

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Thu Sep 10, 2015 9:43 am
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It sounds like the real life cars will be getting a taller sixth gear. We could use one, too, to make passing possibly possible at the end of Conrod but there is something to be said for not patching the mod, especially two days before our race.

http://www.v8supercars.com.au/news/championship/will-the-300km/h-bathurst-barrier-be-broken

I'm amazed that this wasn't addressed by V8 Supercars sooner, no upside to cars running around on the limiter in 6th gear.

It's remarkable how close the mod is to real world at Bathurst as we are getting into the limiter right before The Chase without a draft with speeds just under 300 kph.

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Thu Sep 10, 2015 10:41 pm
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Real life 2014 Bathurst 1000 highlights:


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Sat Sep 12, 2015 4:29 am
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Skinpack is posted: viewtopic.php?f=42&t=2877

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Sun Sep 13, 2015 4:36 am
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Anyone know how to get rid of the noise in the garage (air gun?) without turning the sound fx down?


Sun Sep 13, 2015 12:08 pm
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BSmith wrote:
Anyone know how to get rid of the noise in the garage (air gun?) without turning the sound fx down?


That sound is coming from a misnamed file that is supposed to be the crowd cheering. \GameData\Sounds\Ambient\fans_normal_1.wav

Here is the correct fan sound:

www.box.com/s/ifcak2v4mxwrkb4k761f


Sun Sep 13, 2015 12:36 pm
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Just a reminder, we start 30 minutes earlier than usual for Sundays.

Qualifying is at 9:00 PM Eastern time.

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Sun Sep 13, 2015 12:37 pm
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Thanks, Dale.

I didn't notice the jackhammering sound but it's well beyond time that I fixed that. Thank you for the audio file.

I've made it into a patch and posted in Required Downloads and have attached here as well.

The adolescent fun that we could have had with this...


Attachments:
rFactor_airgun_to_crowd_noise_patch.rar [843.38 KiB]
Downloaded 55 times

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Sun Sep 13, 2015 12:50 pm
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Those who can't hear me on Mumble, please read this.

The plan is for us to have a real Drivers Meeting before the race and an additional full five minute warmup afterwards.

As far as I know, there are maybe two of us who aren't on Mumble.

Before I start the meeting, I'll ask someone to type the most basic and important stuff that could affect other drivers but it will be impossible to convey it all with chat.

Here's an outline of what I intend to say.

1. We'll have another full five minute warmup after this so everybody please sit tight, no cars on track.

1. This will be a 54 lap race starting at 10:30 AM and finishing around 4:30 PM in-game.

The track grip should be the highest around noon to 2:00 PM and should be the lowest near the end when the ambient temp is lower. From my testing headlights will not be required. Please use them if you need to near the end but otherwise please leave them OFF except for signaling other drivers. They can be distracting to other drivers and are best reserved for signalling your intentions in traffic.

2. Penalties are ON, including pit speed limit, jumping start and cutting track. I tested jump start and found that a severe jump resulted in disqualification while a minor infraction was a Stop and Go. Speeding in the pit lane seems to trigger a Stop and Go. I tested cutting the track but it was inconclusive. I received a warning once but no penalty.

3. Assign a button for the speed limiter if you haven't already.

2.1 There are two types of penalties: Drive Through and Stop and Go.

2.2 The Drive Through icon is two red arrows pointing left. To clear the penalty you must drive through the pit lane below the speed limit.

2.3. The Stop and Go icon is red and green. To clear the penalty you essentially perform a pit stop. The critical difference is that you must toggle to YES for Stop and Go in the pit menu. If it is on NO, your car will be serviced like a regular pit stop and the penalty will not be cleared. When I tested, the default was YES for Stop and Go but you need to make sure.

4. Damage is set to 65%. These cars seem to be able to take a beating without getting flats but if you have body damage it will reduce the top speed. If you lose a splitter or wing you will have handling problems. In our testing, "repair all" seems to essentially give you a new car in well under 30 seconds. If you crash hard, don't quit, carefully make your way back to the pits and get repairs. If you can spare the attention, consider what the extra stop will do to your strategy and try to salvage what you can with a tactical fuel and tire decision while you are in the pits anyway. For minor impacts, remember that you must manually turn off damage repair before you enter your pit box.

5. There are at least three or four possible viable fuel and tire strategies for this race but you should still expect that someone will be pitting when you do and that there will be lots of leap-frogging throughout the race. We'll all get in our cars during warmup and request a pit stop so that we are aware of who if anyone we are sharing a pit with.

6. When pitting, if there are cars ahead of you anywhere in the pit lane, please use the far right lane until you are within five or so boxes of your pit box. As soon as you realize that you will be pitting in front of another car turn your headlights ON. Turn your headlights OFF before you pull out of your pit box.

7. Accidents in the pit lane are subject to automatic post race review by the stewards.

8. These cars are identical except for individual setups so there will be fast and slow drivers but all of the cars will have essentially the same speed on the straights. The safest and easiest approach when being lapped is to hold your line. The faster car will find a way around. Maintaining your line does not include blindly turning into a corner without any regard for where another car is. In the virtual in-car mirrors, generally when any part of the car behind you is visible in the left or right mirror, it is in an overlapping position. If it has completely disappeared from the center mirror it is alongside or even slightly ahead of you. I can't see how any of us would be racing wihout the virtual mirrors but if you are one who isn't please turn them on now. One exception, I guess could be the view that is from behind the car.

On the two long straights, the front uphill straight and the downhill back one (Conrod) please move right early if you intend to let the faster car pass and flash your headlights to signify that you are not defending your position. Make sure to let off or brake a little early as you have compromised your line but also to help the faster car get safely past. Unfortunately, these cars hit the rev limiter at the end of Conrod so even though it may look like the car behind has momentum to easily pass it might hit the wall speedwise when alongside. We'll see how the race goes but my expectation is that we'll address this for our race next year and it looks the real life V8 Supercars will be probably be doing it this year.

If anyone has anything to add, please do so now.

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Sun Sep 13, 2015 5:07 pm
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:( :evil: Not going to make it tonight guys, fucked my shoulder up so bad i can't raise my left arm from my side without
using my right arm to pick it up :( Good luck to all!!!! :cry: :cry: :cry:

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Sorry Mr Coffey but we were at the tightest part of the track and you tried to stick your nose in. I may have been a lap down but you attempted to put us both into a bad position with that pass, which you were not even close to getting at that point. I watched the replay and you were close but it not close enough to pull it off. We hit the down hill straight and I gave it up for you, you should be happy with that. Angelo was still far behind you and the guy in front of you there was no way you were catching him.

Unfortunately for me I messed up with fuel and for some odd reason I could not change it in LCD button was not mapped properly. I had to make an extra pit which put me a lap down. That was a big mess up and I would have finished on the lead lap if I did not do that. I short shifted for 20+ laps and was 3-4 seconds off my normal pace and I still was going to come up short so I had to take that 4th pit. I really screwed myself. To bad for me on that :oops: I would have been fighting Coffey as we had about the same pace instead of getting in his way as he made clear to me. See everyone next week.


Mon Sep 14, 2015 12:03 am
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