Difference between revisions of "/ovg/ Sunday Cup"

From The /ovg/ Wiki
Jump to navigation Jump to search
 
(17 intermediate revisions by 3 users not shown)
Line 6: Line 6:
 
If you want to join, please sign up and keep an eye on the [https://docs.google.com/spreadsheets/d/1vlVjNh8r6o_KYUFHf7Hcp8ZaYS5lsEZwFvTeu_K_c1Q/edit#gid=1670398714 Google Document for more information].
 
If you want to join, please sign up and keep an eye on the [https://docs.google.com/spreadsheets/d/1vlVjNh8r6o_KYUFHf7Hcp8ZaYS5lsEZwFvTeu_K_c1Q/edit#gid=1670398714 Google Document for more information].
  
== Ruleset ==  
+
== Technical Directives New And Less Retarded ==  
[[File:2023-01-09 19-55-24.png|thumb|frame|right|Tunari's insain idea of aero, read at your own risk.]]
+
* The car you race must be "purchased" on a classifieds ad. Maximum budget is 3000 euro/3500 usd/2600 gbp or whatever other banana republic currency you have that's equivalent to 3000 euro.  
* No two cars of the same type will be allowed to enter. First come first serve! Definition of type: Same body shape, ie. a BMW 320i and a BMW 328i will not be allowed. RBDK will mark your entry as ACCEPTED on the doc and you will be the one with that particular car.
+
* Entrant MUST supply a link to a listing of the car IRL of a running, driveable example from a country in EUROPE (ie. not Russia or Turkey), UNITED KINGDOM, CANADA, JAPAN, AUSTRALIA or the UNITED STATES. The listing must be for sale - no sold listings permitted (or else any of us can pull up shit from 1995 etc).
* Maximum power 200 bhp at the flywheel.
+
* Running and driveable meaning specifically that the listing doesn't say that the car is broken to the point of not really being driveable. "Runs then shuts off" for instance isn't a running example, but "occasional misfire" is a running example. Use common sense.  
* Power rating MUST be identical to manufacturer spec sheet for the car. No "tuning" of the car will be permitted and I will test each and every entrant. A "used car" factor allows for choosing a car that had up to 220 bhp, but picking one will deduct 10% of horsepower from your submission. Eg. 220 bhp->200bhp or 205 bhp->184.5 bhp.
 
* Modification of suspension allowed
 
* Modification of gearbox allowed
 
* Max C_Lift and C_Drag must be realistic. Entrant is supplying wind tunnel, CFD or other data if I deem your values to be retarded. Look here for a general idea: https://en.wikipedia.org/wiki/Automobile_drag_coefficient
 
* No weight reduction allowed
 
* Maximum cost of car 2000 euro.  
 
* Entrant MUST supply a link to a listing of the car IRL of a running, driveable example for the price above (or equivalent value) from a country in EUROPE (ie. not Russia or Turkey), CANADA, JAPAN, AUSTRALIA or the UNITED STATES.
 
 
* The car must be with plates and any import duties paid for the country it is listed in, but additional road tax and insurance and MOT doesn't matter.  
 
* The car must be with plates and any import duties paid for the country it is listed in, but additional road tax and insurance and MOT doesn't matter.  
* If the car looks too dodgy to be deemed running, TWO such listings must be supplied
+
* You must find/create a suitable AC car for the car you found for sale. Note body model doesn't have to be exact, eg. if you find a BMW 320i E46 but can only find a mod for the M3 E46 that's fine cosmetically. You can also give it the full NFSU treatment if you want to. However if you find an E90 BMW and submit the mod as a E46 it will be rejected.
* Car MUST be running on Kunos Street 90s tires. No other compounds are accepted.
+
* No two cars of the same type will be allowed to enter. First come first serve! Definition of type: Same body shape, ie. both a BMW 320i E46 and a BMW 328i E46 will not be allowed. RBDK will mark your entry as ACCEPTED on the doc and you will be the one with that particular car.
* Car mod for AC may be edited to match the real life car desired. For example, if you can only find a Peugeot 206 GTi mod but want to run a Peugeot 206 RC you can edit the car power values to match. You just need to enter it as the car you actually plan on entering it as so I know what values to look for.
+
* Physics for your car will come from a set of donor physics (supplied below in the How To section) based on your cars drivetrain (FF/FR/MR/4WD, RR cars will run as MR) EXCEPT car weight and the power curve.
* Any tuning and editing of the car will be disallowed after you submit the car. Test it properly before submitting.  
+
* Maximum power 250 bhp. No cars that factory spec came with a higher rating will be permitted, full stop. No exceptions.
 
+
* Power rating MUST be identical to manufacturer spec sheet for the car. You can probably find a power curve online, try to match it as closely as possible.
As the rules above will not lead to a balanced field no matter what I put of gimmicks, a SUCCESS BALLAST system will be implemented according to Super GT rules. This means a new car pack every week with updated values - that's how it goes. Server WILL boot you if you do not update your cars.  
+
* If your car can rev beyond the donor physics car, you can change the redline in the engine.ini file. This is allowed, just match the spec sheet.
 +
* It is allowed to change the gearbox to match the real car spec sheet, however if you can't be arsed you're also allowed to use the spec physics set.  
 +
* Weight must be set to be identical to the curb weight factory spec of the car for race 1.
 +
* You must create a sundaycup specific variant of the car before submission because of success ballast. See the How To section.  
 +
* Success ballast will be applied week to week, so a patch will be released every week for this purpose
 +
* Once Race 1 starts, you may no longer change your car or edit it under any circumstances other than to apply a ballast patch. If you do not participate in Race 1, but you have submitted a car, this also applies. If you submit a car after race 1 but did not participate in race 1, your car will be locked immediately upon approval.  
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 67: Line 65:
 
|}
 
|}
  
== Car Setup ==
+
==How To: Physics Replacement==
 +
You will need [https://assettocorsa.club/content-manager.html Content Manager] and [https://www.overtake.gg/downloads/assetto-corsa-car-tuner.13946/ Assetto Corsa Car Tuner]. [https://mega.nz/file/7lkxVSDR#r7XNeU2_c5zRV-AFRVAm-nWK7jV2eMBMSbl0tjyzLhw Necessary files for all classes of car]
  
As you are supplying your own car, you are kind of on your own. But read the ruleset carefully. There's room for improving your car through modification although NOT of aero and engine values. Entrants will NOT be allowed to modify their own values after Round 1, so look carefully at the calendar and test gear ratios and suspension etc. so you know that your car is suitable. If you have no idea what you're doing and just want to enter, that is not a problem, but if you wanna tryhard you need to look at the above.
+
If you are a smallbrain and have reading troubles, tes made a video guide [https://youtu.be/JSvmLMtrZ2I here]. It takes literally 10 minutes to make a car, so don't pussy out.  
  
== What if I don't know how to make these changes? ==
+
===Steps===
 +
The steps in making a car are simple:
 +
* Download and install a car mod for the car you have found
 +
* Open Assetto Corsa Car Tuner (or do it manually if you know how) and create a new tune which you will add the suffix "_sundaycup" to for your car. '''DONT PUT CAPITAL LETTERS IN THE TUNE NAME IT WILL BREAK'''
 +
* Replace the cars physics with the donor files appropriate for your drivetrain
 +
* Edit the power curve to match the real car
 +
* Edit the weight to match the real car
 +
* Adjust the cars wheel position to match in Content Manager
 +
* Test your creation works
  
Ask on the Mattermost or on Mumble for help. There's a lot of guys willing to either teach you or just do it for you if you ask nicely. Alternatively the server will have a couple of Alfa Romeo MiTo and Fiat 500 that you can race, however you will not be able to take advantage of the rules and you will be woefully underpowered compared to the permitted engines.
+
For this example we will be making an eligible car out of a '''insert car here when we get that far'''
  
== How Do I Connect to the Server? ==
+
*Select the '''car''' in Car Tuner, and create a new tune with the "_sundaycup" name. '''DONT PUT CAPITAL LETTERS IN THE TUNE NAME''' If you know how to do this manually go ahead.
Open browser and connect to IP: 5.9.248.186:TBD
+
*Copy the files from the respective donor car in spec physics zip file '''MINUS THE car.ini''' into the '''car''' folder. Make sure you overwrite.
 +
*This part might be difficult if you really have no idea what you're doing, but go through the car's files and start deleting anything that looks like it'll conflict and/or ruin the Perfect BoP(tm). Make the new car's folder look as similar as possible to the donor physics folder. For example if your car has .lut files referencing it's old tires, those can be deleted. If you need help please just come on mattermost or mumble and ask.
 +
 
 +
===Specifics===
 +
====car.ini====
 +
* Keep the car.ini of the original car.
 +
* From the donor FF/FR/MR/4WD car.ini, copy over the [BASIC](unsure about GRAPHICS_OFFSET and GRAPHICS_PITCH_ROTATION, test for yourself lol) [CONTROLS], [FUEL], [FUELTANK], [RIDE], [RULES] and [PIT_STOP] categories to your new car. Delete anything old in those categories.
 +
* Under [BASIC] adjust the weight TOTALMASS to be the curb weight of your car. The value is in kgs.
 +
* Leave the [HEADER], [INFO], and [GRAPHICS] categories as is. Delete anything else.
 +
* CAR INERTIA - the default inertia factor in the data files may be too little or too much. so you are free to adjust the INERTIA value in car.ini to match the car's nominal WIDTH, HEIGHT, LENGTH as displayed on a spec sheet. alternatively view the INERTIA "box" in CM showroom and adjust it accordingly.
 +
====Power.lut====
 +
* Open the file power.lut with notepad. The format is X|Y where X is the RPM and Y is the power output at said RPM value. You can find a power curve of your car online and approximate this. In Content Manager, you can go to Content->The car you made and using the 3-dots at the Power Graph recalculate using power and torque and the graph will update, as will your BHP and torque values. It's a bit fiddly so just adjust until it fits.
 +
* https://acstuff.club/u/torque-helper/ can be used to help with the process
 +
 
 +
===View the Car in CM Showroom===
 +
Click car params, scroll down and click "Align using data" under "Wheels." The wheels are probably messed up.
 +
* Adjust the wheelbase with WHEELBASE in suspensions.ini
 +
* Adjust the track with TRACK under [FRONT] and [REAR] or [GRAPHICS_OFFSETS] in suspensions.ini.
 +
* Other minor things can be adjusted with GRAPHICS_OFFSET and GRAPHICS_PITCH_ROTATION in car.ini if necessary.
 +
* Finally, in Content Manager, make the car independent of the original car. That is the one that doesn't have the _sundaycup suffix. You do this by going to Content->The car you made and then to the right of the power curve, under the preview pic, click on "Parent" and then on "Make Independent".
 +
* Zip up the car folder and submit it
 +
===Ok I'm All Done Now What===
 +
*Test your car in game to make sure it actually works correctly.
 +
*Your car's sound might be complete shit, use Content Manager to replace sounds.
 +
*Skin your car if you want. I hope your car came with a template lol.
 +
*Delete all the skins besides the one you want to use.
 +
*Don't pack the data.
 +
*Link the car on the Google doc.
  
 +
===I Can't Get It To Work In Game Halp===
 +
Just send the car over anyway in the Google doc/ask in the mattermost or mumble, just mention its fucked and someone will look at it and probably help fix it.
  
If you can't connect server is probably turned off. Practice in SP or ask some sysadmin in Mattermost to turn it on
+
== How Do I Connect to the Server? ==
 +
Server will be WAT: Sunday Cup and the pass is 4ch
  
 
== Restart Procedure ==
 
== Restart Procedure ==
 
Race will be restarted if needed. But probably not.
 
Race will be restarted if needed. But probably not.
  
== Rules ==
+
== Race Format ==
  
 
Two races, 15 minutes each +1 lap. First race is quali, second is full grid reverse.
 
Two races, 15 minutes each +1 lap. First race is quali, second is full grid reverse.
Line 102: Line 139:
 
== FAQ ==
 
== FAQ ==
  
- Presence on Mumble is not mandatory, but '''''highly''''' encouraged.
+
- Presence on Mumble is not mandatory, but '''''highly''''' encouraged. If you're not on mumble at the very least pay attention to the AC chat.
  
 
- While the series is open for anyone to join, please practice until you feel comfortable around the track before joining the race.
 
- While the series is open for anyone to join, please practice until you feel comfortable around the track before joining the race.

Latest revision as of 10:36, 24 September 2025

Ovgsundaycup.png

/ovg/ Sunday Cup is a Saturday Series all about emulating the good old Gran Turismo starter car races in a cheap shitbox barely fit for a race track. Series is organized by RBDK.

If you want to join, please sign up and keep an eye on the Google Document for more information.

Technical Directives New And Less Retarded

  • The car you race must be "purchased" on a classifieds ad. Maximum budget is 3000 euro/3500 usd/2600 gbp or whatever other banana republic currency you have that's equivalent to 3000 euro.
  • Entrant MUST supply a link to a listing of the car IRL of a running, driveable example from a country in EUROPE (ie. not Russia or Turkey), UNITED KINGDOM, CANADA, JAPAN, AUSTRALIA or the UNITED STATES. The listing must be for sale - no sold listings permitted (or else any of us can pull up shit from 1995 etc).
  • Running and driveable meaning specifically that the listing doesn't say that the car is broken to the point of not really being driveable. "Runs then shuts off" for instance isn't a running example, but "occasional misfire" is a running example. Use common sense.
  • The car must be with plates and any import duties paid for the country it is listed in, but additional road tax and insurance and MOT doesn't matter.
  • You must find/create a suitable AC car for the car you found for sale. Note body model doesn't have to be exact, eg. if you find a BMW 320i E46 but can only find a mod for the M3 E46 that's fine cosmetically. You can also give it the full NFSU treatment if you want to. However if you find an E90 BMW and submit the mod as a E46 it will be rejected.
  • No two cars of the same type will be allowed to enter. First come first serve! Definition of type: Same body shape, ie. both a BMW 320i E46 and a BMW 328i E46 will not be allowed. RBDK will mark your entry as ACCEPTED on the doc and you will be the one with that particular car.
  • Physics for your car will come from a set of donor physics (supplied below in the How To section) based on your cars drivetrain (FF/FR/MR/4WD, RR cars will run as MR) EXCEPT car weight and the power curve.
  • Maximum power 250 bhp. No cars that factory spec came with a higher rating will be permitted, full stop. No exceptions.
  • Power rating MUST be identical to manufacturer spec sheet for the car. You can probably find a power curve online, try to match it as closely as possible.
  • If your car can rev beyond the donor physics car, you can change the redline in the engine.ini file. This is allowed, just match the spec sheet.
  • It is allowed to change the gearbox to match the real car spec sheet, however if you can't be arsed you're also allowed to use the spec physics set.
  • Weight must be set to be identical to the curb weight factory spec of the car for race 1.
  • You must create a sundaycup specific variant of the car before submission because of success ballast. See the How To section.
  • Success ballast will be applied week to week, so a patch will be released every week for this purpose
  • Once Race 1 starts, you may no longer change your car or edit it under any circumstances other than to apply a ballast patch. If you do not participate in Race 1, but you have submitted a car, this also applies. If you submit a car after race 1 but did not participate in race 1, your car will be locked immediately upon approval.
Points Structure
Position Points
1st 20
2nd 15
3rd 11
4th 8
5th 6
6th 5
7th 4
8th 3
9th 2
10th 1

The formula for succes ballast is simple, 3*Your Points=weight ballast in kg. No ballast will be applied between race 1 and 2 on any given event. This will be part of the weekly update pack.

Success Ballast Example
Round Points Acheived Total Points at Start of Round Success Ballast for the round
1 8 0 0 kg
2 6 8 8*3=24 kg
3 15 14 14*3=42kg
4 2 29 29*3=87kg

How To: Physics Replacement

You will need Content Manager and Assetto Corsa Car Tuner. Necessary files for all classes of car

If you are a smallbrain and have reading troubles, tes made a video guide here. It takes literally 10 minutes to make a car, so don't pussy out.

Steps

The steps in making a car are simple:

  • Download and install a car mod for the car you have found
  • Open Assetto Corsa Car Tuner (or do it manually if you know how) and create a new tune which you will add the suffix "_sundaycup" to for your car. DONT PUT CAPITAL LETTERS IN THE TUNE NAME IT WILL BREAK
  • Replace the cars physics with the donor files appropriate for your drivetrain
  • Edit the power curve to match the real car
  • Edit the weight to match the real car
  • Adjust the cars wheel position to match in Content Manager
  • Test your creation works

For this example we will be making an eligible car out of a insert car here when we get that far

  • Select the car in Car Tuner, and create a new tune with the "_sundaycup" name. DONT PUT CAPITAL LETTERS IN THE TUNE NAME If you know how to do this manually go ahead.
  • Copy the files from the respective donor car in spec physics zip file MINUS THE car.ini into the car folder. Make sure you overwrite.
  • This part might be difficult if you really have no idea what you're doing, but go through the car's files and start deleting anything that looks like it'll conflict and/or ruin the Perfect BoP(tm). Make the new car's folder look as similar as possible to the donor physics folder. For example if your car has .lut files referencing it's old tires, those can be deleted. If you need help please just come on mattermost or mumble and ask.

Specifics

car.ini

  • Keep the car.ini of the original car.
  • From the donor FF/FR/MR/4WD car.ini, copy over the [BASIC](unsure about GRAPHICS_OFFSET and GRAPHICS_PITCH_ROTATION, test for yourself lol) [CONTROLS], [FUEL], [FUELTANK], [RIDE], [RULES] and [PIT_STOP] categories to your new car. Delete anything old in those categories.
  • Under [BASIC] adjust the weight TOTALMASS to be the curb weight of your car. The value is in kgs.
  • Leave the [HEADER], [INFO], and [GRAPHICS] categories as is. Delete anything else.
  • CAR INERTIA - the default inertia factor in the data files may be too little or too much. so you are free to adjust the INERTIA value in car.ini to match the car's nominal WIDTH, HEIGHT, LENGTH as displayed on a spec sheet. alternatively view the INERTIA "box" in CM showroom and adjust it accordingly.

Power.lut

  • Open the file power.lut with notepad. The format is X|Y where X is the RPM and Y is the power output at said RPM value. You can find a power curve of your car online and approximate this. In Content Manager, you can go to Content->The car you made and using the 3-dots at the Power Graph recalculate using power and torque and the graph will update, as will your BHP and torque values. It's a bit fiddly so just adjust until it fits.
  • https://acstuff.club/u/torque-helper/ can be used to help with the process

View the Car in CM Showroom

Click car params, scroll down and click "Align using data" under "Wheels." The wheels are probably messed up.

  • Adjust the wheelbase with WHEELBASE in suspensions.ini
  • Adjust the track with TRACK under [FRONT] and [REAR] or [GRAPHICS_OFFSETS] in suspensions.ini.
  • Other minor things can be adjusted with GRAPHICS_OFFSET and GRAPHICS_PITCH_ROTATION in car.ini if necessary.
  • Finally, in Content Manager, make the car independent of the original car. That is the one that doesn't have the _sundaycup suffix. You do this by going to Content->The car you made and then to the right of the power curve, under the preview pic, click on "Parent" and then on "Make Independent".
  • Zip up the car folder and submit it

Ok I'm All Done Now What

  • Test your car in game to make sure it actually works correctly.
  • Your car's sound might be complete shit, use Content Manager to replace sounds.
  • Skin your car if you want. I hope your car came with a template lol.
  • Delete all the skins besides the one you want to use.
  • Don't pack the data.
  • Link the car on the Google doc.

I Can't Get It To Work In Game Halp

Just send the car over anyway in the Google doc/ask in the mattermost or mumble, just mention its fucked and someone will look at it and probably help fix it.

How Do I Connect to the Server?

Server will be WAT: Sunday Cup and the pass is 4ch

Restart Procedure

Race will be restarted if needed. But probably not.

Race Format

Two races, 15 minutes each +1 lap. First race is quali, second is full grid reverse.

Don't drive like an idiot, and pay attention to the flags.

Don't flip Marko Tulska. Unless it's Flip Marko Tulska Day or if flipping him would be really funny.

Track Limits

Feel free to run wide on corner exit, just expect to be called a faggot and insulted in public especially if you wreck someone because of it.

Skins Guideline

Your car will be yours and yours alone. Submit the skin you want with the car. There will be no skin packs between events, but you will also only have a single car on the server of the one you pick. That means the server will NOT require booking mode.

FAQ

- Presence on Mumble is not mandatory, but highly encouraged. If you're not on mumble at the very least pay attention to the AC chat.

- While the series is open for anyone to join, please practice until you feel comfortable around the track before joining the race.