Monday, 13 February 2023
  16 Replies
  8K Visits
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Official mod of the SRHF1 2023 Season.

https://www.simracinghub.com/images/events/SRHF1/2023/SRHF1-2023-Registrations.png

https://www.simracinghub.com/images/events/SRHF1/2023/Cars_Download_Button.png

Originally made by: A&M, physics by FSR2023 with modifications by SimRacingHub (http://www.simracinghub.com) and FiHS (http://www.fihsf1.net). Car icons by ASMG.
Initial Release: February 13, 2023
Last Updated: April 7, 2023
Version: 1.0.1
Size: 867 MB

TECHNICAL SPECIFICATIONS

General

- Weight: 796.5 Kg
- Center of gravity height: 0.23 m
- Weight distribution: 46:54 (F:R) adjustable
- Base drag: 0.48486
- Fuel tank capacity: 148 Liter
- Speed limiter: Available
- Onboard starter: Available
- Anti-Stall: Yes
- Number of gears: 8 forward, 1 reverse
- Driven wheels: Rear
- Steering lock-to-lock: 450 degrees

Engine

- Aspiration: Turbocharged
- Max. Power: 955 hp @ 11000 rpm (Mode 2) 876 hp @ 11000 rpm (Mode 1)
- Max. Torque: 641 Nm @ 10000 rpm (Mode 2) 588 Nm @ 10000 rpm (Mode 1)
- Power-to-weight: 1.2 hp/Kg (Mode 2) 1.1 hp/Kg (Mode 1)
- Rev limit range: 12000 - 12000 rpm
- Optimal oil temp: 50 C
- Max safe oil temp: 110 C
- Safe RPM: 11580 rpm
- Avg. lifetime: 2 hours 21 minutes
- Lifetime variance: 0 minutes

Brakes

- Optimal brake temp: 425 - 725 C
- Max brake torque: 7092.1 Nm (Front), 7012.9 Nm (Rear)
- Half torque temp: 1600 C
- Brake disc thickness: 30 mm (Front) 28 mm (Rear)
- Disc failure thickness: 19 mm
- Onboard brake bias: Available

Tires

- Optimal temp for C1: 105 C
- Optimal temp for C2: 100 C
- Optimal temp for C3: 95 C
- Optimal temp for C4: 90 C
- Optimal temp for C5: 85 C
- Optimal temp for Intermediates: 80 C
- Optimal temp for Wets: 70 C


===================================================================

Revision History:

Version 1.0.1 - APR/07/2023:
- Updated steering wheel LEDs (for the Nth time!)
- Fixed halo not being removed from Red Bull #11 and #31 cars
- Added gearbox protection as a vehicle tuning option (upgrades menu)

Version 1.0.0 - MAR/09/2023:
- Added official SRHF1 2023 driver lineup
- Fixed missing textures for some steering wheels LEDs.
- Raised collision object height.
- Adjusted caption for cooling ducts in setup page.
- Fixed halo pillar not showing when using visible setting in upgrades.
- Renamed "Overtake" engine mixture to "Quali".

Version 0.9.0 - FEB/27/2023:
- Adjusted Push2Pass (P2P) limits to 400 seconds total. Maximum of 20 seconds per lap. No limits on the number of pushes per lap.
- Updated tire wear.
- Increased brake wear rate by 25%.
- Adjusted Front/Rear weight distribution ranges and default value.
- Adjusted final 2/3 of RPM LEDs on steering wheels to show redline and near-redline.
- Adjusted RPM GREEN LEDs on steering wheels to indicate when P2P is active.
- Adjusted water radiator caption to show the open percentage.
- Reduced engine water cooling rate.

Version 0.8.0 - FEB/20/2023:
- Enabled F/R weight distribution adjustment.
- Enabled serving stop/go penalties during pit stops.
- Adjusted pit preparation time and repair times.
- Restricted engine overtake mixture only for Push2Pass system during Quali and Race for a total of 200 seconds, up to 10 seconds per push, and up to 3 pushes per lap.
- Increased amount of force required to detach the rear wing and wheels.
- Increased fuel consumption by 5%.

Version 0.7.0 - FEB/13/2023:
- Initial build.

Older versions:

1.0.0 - Released MAR/09/2023 - Download
0.9.0 - Released FEB/27/2023 - Download
0.8.0 - Released FEB/20/2023 - Download
0.7.0 - Released FEB/13/2023 - Download
SRH Management featured this post — 1 year ago
1 year ago
·
#6888
0
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Undo
Car felt okay, I didn't get a chance to do a lot of practice laps, but I was happy how the car drove for the most part.
However, I realized that I could run the entire race on 'Overtake' mode without using any extra fuel or overheating the engine. I see no point of having this option if you can just run like that the whole race. Just add the extra HP to race mode and be done with it.
1 year ago
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#6889
0
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Undo
Car for me felt like I was on a rollercoaster. I was hanging on for grim death at every corner. Over shot a few times so easy to flat spot.
Spun a time or 2 aswell on the curbs.

Below is all I can think of right now.

1: Curbs were lethal but maybe car was too low?
2: Seemed to eat tires for me on the mediums but probably setup and me again.
3: Could use overtake pretty much the whole race.
4: P2P wasnt needed but I think you could use 1 or the other
5: I ran 1 Brake duct had 2.97 brakes left
6: Ran Rad 2 and engine never got hot
1 year ago
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#6890
0
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Undo
I spent a lot of time trying to dial out the understeer and the snap oversteer. I wasn't very successful so far.
I didn't notice any issue on the curbs.
Medium tires didn't last very long on high fuel but then weren't as bad on the second set.
Ran 10 radiator (which I think is the max) and oil temps were in the low 80's.
Ran 7 brake ducts and had 2.82 brakes left. I could have run higher but wanted to keep brake temps under 1000 deg C.

As many of you know, there are 2 mixtures, race and overtake. Overtake was only supposed to be available in practice and qual and not in the race. P2P is only supposed to be available in practice and the race. P2P is configured to activate the overtake mixture and is restricted to 100 seconds available while you're at full throttle.

I tested this with one of the previous mods - either the GPVWC mod or maybe the latest version of the FSR mod and it worked correctly.
Richard W and I were chatting right before the race and he said Otto told him that you could run overtake in the race. I did a quick test and found that to be true. I then checked the mod comparing ours to the latest FSR and GPVWC mods and ours has a bug that sets P2P to work on Boost (which is not available in the mod) instead of Mixture. I let Janos know, so it should be fixed for the next race.
Hello ,
For me the mod is decently balanced , it is a oversteering mod , with some oversteer at times if push to hard in curves ,
Thursday when I saw the jet flying ahead of me I tried to put maximum power on mixture,

I quickly flat spotted my tires , and ran wide losing the rear , until I ran the car somehow like last season , full power on straight and reduced mixture in curves and tight turns ,
Then all was fine ,

If anything should disappear I think it’s the p2p which don’t exist in F1 and I didn’t use ,

As for putting full power directly on car normal mixture , it would surely make the car even trickier to drive and snap in my opinion ,

I’m not to much in favor of playing with physics at all , unless package very bad ,which is not ,
But usually leads to Version 1-2-3-4 , 🤷‍♂️
1 year ago
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#6894
0
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Undo
Overall I like the mod. NIce to have a mod that leans to oversteer rather than understeer. However the tires are much too heat sensitive. I have never raced a tire that if you spin it up coming off a corner it instantly loses all traction the way this mods tires do. Only other complaint is how curb unfriendly this mod is. Of course this can be corrected by just staying off the curbs. Last issue is the porpoising. Was not to bad at Shanghai but it is horrible at Mugello. I have tried changing height, shock settings, ARB settings and nothing seems to alleviate the problem. I can dial out the motion on my motion machine but that would just mean I no longer can feel what the car is doing. If anyone has found a remedy I sure would appreciate it being shared.
1 year ago
·
#6897
0
Votes
Undo
Version 0.8.0 has been released. Here are the updates:

- Enabled F/R weight distribution adjustment.
- Enabled serving stop/go penalties during pit stops.
- Adjusted pit preparation time and repair times.
- Restricted engine overtake mixture only for Push2Pass system during Quali and Race for a total of 200 seconds, up to 10 seconds per push, and up to 3 pushes per lap.
- Increased amount of force required to detach the rear wing and wheels.
- Increased fuel consumption by 5%.
1 year ago
·
#6904
0
Votes
Undo
Version 0.9.0 has been released. Here are the changes:

- Adjusted Push2Pass (P2P) limits to 400 seconds total. Maximum of 20 seconds per lap. No limits on the number of pushes per lap..
- Updated tire wear.
- Increased brake wear rate by 25%.
- Adjusted Front/Rear weight distribution ranges and default value.
- Adjusted final 2/3 of RPM LEDs on steering wheels to show redline and near-redline.
- Adjusted RPM GREEN LEDs on steering wheels to indicate when P2P is active.
- Adjusted water radiator caption to show the open percentage.
- Reduced engine water cooling rate.
1 year ago
·
#6906
0
Votes
Undo
There is a known issue with version 0.9.0 regarding some steering wheels causing cars to not load:

- Red Bull
- AlphaTauri
- Aston Martin
1 year ago
·
#6912
0
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Undo
Raro ..pero sigan así!
12 months ago
·
#6939
0
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Undo
Version 1.0.0 has been released. Here are the changes:

- Added official SRHF1 2023 driver lineup
- Fixed missing textures for some steering wheels' LEDs.
- Raised collision object height.
- Adjusted caption for cooling ducts in setup page.
- Fixed halo pillar not showing when using visible setting in upgrades.
- Renamed "Overtake" engine mixture to "Quali".
SRH Management unfeatured this post — 11 months ago
11 months ago
·
#6948
0
Votes
Undo
There are reports of the Williams DRS and P2P dashboard LEDs not working.

There's also a reference to FSR tires in the HDV file that should be removed, currently not affecting anything.
11 months ago
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#6959
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Undo
Love driving this mod! Is there a way to get the template to make fantasy cars from them?
11 months ago
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#6960
0
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Undo
Seems that I cant remove the Halo in the Red Bull. None of the other cars are affected.
11 months ago
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#6966
0
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Undo
It appears the Halo glitch is actually just confined to Sergio Perez model. The Max Verstappen one works as intended.
11 months ago
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#6967
0
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Undo
Seems that I cant remove the Halo in the Red Bull. None of the other cars are affected.


It appears the Halo glitch is actually just confined to Sergio Perez model. The Max Verstappen one works as intended.


I just checked and yes that's true, along with the #31 for Mat Harto, which is probably based on the #11.

I also checked in the A&M mod and it's the same there too.

Love driving this mod! Is there a way to get the template to make fantasy cars from them?


You'd have to check with those that made the models: https://steamcommunity.com/sharedfiles/filedetails/?id=2930481059
11 months ago
·
#6982
0
Votes
Undo
Version 1.0.1 has been released. Here are the changes:

- Updated steering wheel LEDs (for the Nth time!)
- Fixed halo not being removed from Red Bull #11 and #31 cars
- Added gearbox protection as a vehicle tuning option (upgrades menu)
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