Difference between pages "Project KOGAY" and "Oval Setup Guide"

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Setting up a car to turn left is an entirely different kettle of fish to setting up a road course car.  Asymmetrical setups are black magic and can be quite daunting without a little help. In this article, I'll try to demystify oval tuning.<br>
== ¡DOWNLOAD HERE NOW! ==
 
[https://mega.nz/#F!LcdDSQKD!DNmlW54Bw__HmuWXiX3IHg MEGA Download]
 
  
[https://www.mediafire.com/folder/n8s6g6tnw5xz2/Project%20KOGAY MediaFire Download]
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This guide primarily deals with stock car setups and was designed using [[RFactor2]] stock cars as a reference, but a lot of this stuff can be applied to open wheel TurnLeft as well.<br>
  
=== JOIN THE OFFICIAL PROJECT KOGAY LEAGUE ===
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I have added links to some handy sheets and guides which this guide was based on.
[https://docs.google.com/spreadsheets/d/1R3KWTJsrlS9X2EZUNXY8KbHfsHD-t3_EU_A1n6wBBQc Click Here]
 
  
== What Is This Brand New Never Before Seen Racing Simulation? ==
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= Before We Start: GET GOOD =
While this game may look, feel, and sound very suspiciously like Project CARS 2 (which in turn looks, feels and sounds very much like rFactor 2), it is infact in no way similar to anything aforementioned. Developed by Slightly Made Studios, Project KOGAY is its own free-to-play, possibly pay-to-win, grind free racing simulation. Coded and compiled by "Blakarot" with art from "Gohan Blanco 100% Ciento" and "SSJX Shaggy Rojo", this game is endorsed by Russian billionaire banker turned Blancpain GT3 PRO driver Vadim Kogay himself, and ready to take on the big future titles in sim racing such as Kunos Simulazioni's upcoming title Assetto Corsa Fettuccine Alfredo and SimBin's vaporware pay-to-not-grind mobile phone game iGTR3.
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This isn't a meme.  90% of all perceived setup woes are actually driver errors.  If you can't drive the car properly, all the tuning in the world can't help you, and in fact will probably make the car handle worse.  Before anything else, you need to learn how to run the track and how to feel the car.  For rF2, most ISI and 3PA tracks should have decent default setups for the stock cars, so go ahead and run '''nine hundred billion zillion laps''' to learn the track and the car before trying to tune.  If you're completely new to turning left, [[iRacing]] has a ton of helpful instruction videos on youtube, and there are tons of guides to be found online.  Also, don't be afraid to ask around in mumble for help.
  
== Rules and Helpful Things ==
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= Oval Setup Tuning =
===IMPORTANT===
 
Download the CommonTreeTextures.7z file if you don't have a potato for a PC. Place it in Project OVGT3\Pakfiles\Tracks.
 
  
Download the Pitstops.7z file or your game will hang on loading when trying to join a session already in progress. Place it in Project OVGT3\Pakfiles\Pitstops.
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== Step 1: Cambers ==
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Camber is an extremely important factor in any oval car for adjusting for tire wear and max grip.  As an oval car moves through the corner, the car will roll to the outside.  To compensate for this, oval car cambers are offset.  What this means is that the inside tires have a ton of '''Positive Camber''', meaning the top of the tire leans away from the car.  The outside tires, meanwhile, have a ton of '''Negative Camber''', meaning the top of the tire leans inward toward the car. As the car rolls in the corner, the tires also roll to the outside, providing a larger contact patch with the road.<br>
  
Turn Detailed Grass in the graphics settings to OFF (your game will crash otherwise), or download [https://mega.nz/#!nEVW1aQI!rhg-8lTerejksEzM_8rMP-TkW988DJ4qjDiG9GvVmkI this] file and place it in Pakfiles\Tracks.
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The end goal of tuning cambers is to get your tire temps even across the contact patch.  Any sim worth its salt will list your "last tire temps" somewhere in the setup menu, and will list them in terms of Outside, Middle, and Inside.  The goal is to get your outside and inside tire temps as even as possible.  As you'll never get the temps exactly even, the '''left hand edge''' of all four tires should be the hotter side, and never hotter than the right side by more than about five or six degrees.<br>
  
The only cars included are GT3's and Ferrari F355, along with the first car in alphabetical order of every manufacturer that has a GT3. Don't click on any other cars or your game will crash. To make it easier for yourself, sort by class at the top when choosing a car. There is currently only one track included, which is Sugo. If you pick a track that isn't in the files, your game will crash.
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What you want to do is run about five to ten laps at race pace (do not hotlap).  These need to be consistent, consecutive laps.  If you skid or flat spot the tires you'll mess up the temperature readings and have to start over.  Once you've done this, go back to the tuning menu and check your temps. Adjust your camber angles as needed on all four tires. Then, go out and run ANOTHER five or ten consistent laps and repeat the process. Keep repeating this process until your temps are even.
  
Launch with ProjectCARS2AVX.exe
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The Camber process is the most important part of this process, as you will '''repeat''' the camber process after every other setup adjustment in this guide.
  
=== Rules ===
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=== A Quick Note About Tire Pressures ===
There will almost always be two xx minute races per weekend. Since there is no way to go directly to a second race after the first (I think?), the server will need to be reset, and a qualifying session will need to be run again.  
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You should adjust your tire pressures so that your middle temperature is near the midpoint of the outside and inside temps.  This however may lead to goofy tire pressures that negatively affect handling.  A good guideline is to make sure that your inside pressures are '''never''' higher than your outside pressures.
  
=== Cool Features That Are Definitely NOT Bugs ===
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== Step 2: Crossweight and Wedge
Much like real life, the setup on your car sometimes reverts to default when you pull out of the pit box. Make sure you save and then load whatever setup you were working on before going on track, as it might have applied the default setup onto your car.
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Crossweight is the weight between the LF and RR or LR and RF. "Wedge" refers to an adjustment wherein the right rear
 
 
=== Keybinds ===
 
Look over all the keybinds, there is a ton of useful on track things in there that you'll want to know such as the Car Management menu, which is the only way to adjust your TCS on track. Cycle MoTeC LCD is another neat feature, especially if you play with the HUD off. You'll want to bind a key for headlights and wipers, incase there is a night and/or rain race.
 
 
 
=== Force Feedback ===
 
You might want to use [https://mega.nz/#!6AE2SCDJ!vPC8cYKuV8GswZXTBQztRPC3uU3PR6K8_YdIgw6GCiY Jack Spade's FFB Files.] I have no idea where to even start to help you pick one, but for reference I use Tire High Comp (I like feeling the tire in my FFB no matter the game) on my belt driven wheel.
 
 
 
FFB is directly derived from physics like rFactor 2. Bind FFB Volume and Tone adjustment keybinds in the Assistance tab. You can view your FFB strength, and see if you're clipping with the telemetry HUD. You can bind a key to Cycle HUD Display on the Game tab to access the telemetry HUD in game.
 
 
 
Gain - always at 100, use Volume to adjust the global FFB level to taste.
 
 
 
Tone - more or less balances Mz/Fy and generally should stay at default 50.
 
 
 
FX - controls the level of bumps, kerbs, grass, scrub and road noise, level to taste.
 
 
 
=== Graphics Settings ===
 
Download [https://mega.nz/#F!LcdDSQKD!DNmlW54Bw__HmuWXiX3IHg CommonTreeTextures] and place it in Pakfiles\Tracks if your computer can handle having trees being rendered.
 
 
 
Make sure Detailed Grass is set to off unless you downloaded [https://mega.nz/#!nEVW1aQI!rhg-8lTerejksEzM_8rMP-TkW988DJ4qjDiG9GvVmkI livegrassmeshes], or your game will hang on loading the track.
 
 
 
== How Do I Create A Custom Livery? ==
 
Download the template on the Google doc. Use the Google and/or the skinning guide on the wiki to find out how to save a .dds. Save the file with the same name into Vehicles\Textures\CustomLiveries.
 
 
 
Project KOGAY is an advanced pay driver simulation, where you're only able to use the cars provided to you, and as such you can not create your own livery for everyone else to see. It instead will show up as a plain white car when viewed by other simulators online, unless the person also replaced the same .dds file in their simulator.
 
 
 
== System Requirements ==
 
MINIMUM:
 
 
 
OS: Windows 10 Enterprise
 
 
 
Processor: 3.6 GHz Intel Core i9 9900k, 3.5 GHz AMD TR4 2920X
 
 
 
Memory: 32 GB RAM
 
 
 
Graphics: RTX 2080 or equivalent
 
 
 
DirectX: Version 13
 
 
 
Network: Broadband Internet connection
 
 
 
Storage: 75 GB available space
 
 
 
Sound Card: DirectX compatible sound card
 
 
 
== Media ==
 

Revision as of 22:31, 8 May 2020

Setting up a car to turn left is an entirely different kettle of fish to setting up a road course car. Asymmetrical setups are black magic and can be quite daunting without a little help. In this article, I'll try to demystify oval tuning.

This guide primarily deals with stock car setups and was designed using RFactor2 stock cars as a reference, but a lot of this stuff can be applied to open wheel TurnLeft as well.

I have added links to some handy sheets and guides which this guide was based on.

Before We Start: GET GOOD

This isn't a meme. 90% of all perceived setup woes are actually driver errors. If you can't drive the car properly, all the tuning in the world can't help you, and in fact will probably make the car handle worse. Before anything else, you need to learn how to run the track and how to feel the car. For rF2, most ISI and 3PA tracks should have decent default setups for the stock cars, so go ahead and run nine hundred billion zillion laps to learn the track and the car before trying to tune. If you're completely new to turning left, iRacing has a ton of helpful instruction videos on youtube, and there are tons of guides to be found online. Also, don't be afraid to ask around in mumble for help.

Oval Setup Tuning

Step 1: Cambers

Camber is an extremely important factor in any oval car for adjusting for tire wear and max grip. As an oval car moves through the corner, the car will roll to the outside. To compensate for this, oval car cambers are offset. What this means is that the inside tires have a ton of Positive Camber, meaning the top of the tire leans away from the car. The outside tires, meanwhile, have a ton of Negative Camber, meaning the top of the tire leans inward toward the car. As the car rolls in the corner, the tires also roll to the outside, providing a larger contact patch with the road.

The end goal of tuning cambers is to get your tire temps even across the contact patch. Any sim worth its salt will list your "last tire temps" somewhere in the setup menu, and will list them in terms of Outside, Middle, and Inside. The goal is to get your outside and inside tire temps as even as possible. As you'll never get the temps exactly even, the left hand edge of all four tires should be the hotter side, and never hotter than the right side by more than about five or six degrees.

What you want to do is run about five to ten laps at race pace (do not hotlap). These need to be consistent, consecutive laps. If you skid or flat spot the tires you'll mess up the temperature readings and have to start over. Once you've done this, go back to the tuning menu and check your temps. Adjust your camber angles as needed on all four tires. Then, go out and run ANOTHER five or ten consistent laps and repeat the process. Keep repeating this process until your temps are even.

The Camber process is the most important part of this process, as you will repeat the camber process after every other setup adjustment in this guide.

A Quick Note About Tire Pressures

You should adjust your tire pressures so that your middle temperature is near the midpoint of the outside and inside temps. This however may lead to goofy tire pressures that negatively affect handling. A good guideline is to make sure that your inside pressures are never higher than your outside pressures.

== Step 2: Crossweight and Wedge Crossweight is the weight between the LF and RR or LR and RF. "Wedge" refers to an adjustment wherein the right rear