Hey Jim, unfortunately I do not have data that could help you to improve the "hum". I did a shoutout in the group I am racing with regarding this and hopefully someone can help.
The whole thing got me curious enough to have a look at telemetry data but it will take me some time to set everything up (after my last main drive crash I am running on bare essentials on this machine).
As an initial idea - ACC and AC are VERY different in how detailed suspension, aero and particularly tires are simulated.
To make things a little more difficult also the data available in direct telemetry channels out of ACC is rather limited and one has to be creative and thorough to set up math channels that produce comparable data. It is possible to produce meaningful data sets but it is laborious and fraught with a lot of testing, proving and rethinking before meaningful data can be produced ... give me some time. I have dropped this on my long to do list of sim racing things ;-)
Regarding the character of the hump (elevation generally correct? vs how sharp the elevation changes) - this is extremely hard to describe or even translate into actionable data as of the very limited senses we have in sim racing (which is why 99% of comments such as "elevation changes on this mod track feels just like in real life" should really be taken with a grain of salt as visually there is very, very little to compare actual elevation changes from a computer screen (cue Nordschleife and talk to a few professional drivers who have had extensive track time there and compare it to their sim racing exploits, no matter how accurate the track data is in their racing sim).
Subjectively to me the difference feels like this:
- take a moderately powered, high downforce, high tire grip car like current GT3 car
- in ACC (as well as from descriptions of actual GT3 drivers who commented on this sector) this sector is almost driven without actually lifting (bar a very short lift to rotate the car at the gutter following with immediately applying throttle to power through the first left hand corner getting VEEERY close to the wall)
- in AC this rhythm is clearly disturbed - from memory of the FM7 track I'd say the hump comes on too early, too tall (it is a clearly perceptible fast elevation change while in ACC it is a much more gradual, less obvious and perceptibly less high elevation change
- when talking to critics with track knowledge often the comments are like "what is this hump doing here?" "There is no such hump on the track" (clearly as if this elevation change is not there at all in the actual track.
I keep referring to the ACC track often - the reason is that this Bathurst rendition is indeed the current reference track in sim racing both in terms of used laser scanned data and in very positive feedback of actual drivers.
For me personally I treat Bathurst currently this way:
- want to race the very most realsitic Bathurst but only with GT3 cars - race ACC
- want to race Bathurst with vintage cars - race your track conversion but hold one hand in front of my eyes, just squinting through the moment I arrive at the hump and take both hands on the wheel again the moment I scratch my door handle at the wall all the while loudly singing "Lalalalaaaallaalalalalalalaaalaaa" ;-)
I wish some day your FM7 track will become the reference Bathurst without controversy for AC use (I do need vintage Porsche cars around Bathurst).
Before you try to adjust the pp filter files, have a look at the different lighting adjustments both in the CM CSP section and the Sol config in game app which have different dedicated settings influencing your vision at night.
With the Sol config app start from page "0" and work your way through all pages regarding lighting (there is a ton of individualization).
Personally I like to keep the Sol config app as close to stock as possible and make changes to the CSP lighting settings first (convenience between Sol releases as I hate to having to reconfigure everything again).
Did anyone try the Porsche 911 SC/RS Gr.5 mod posted a few pages earlier?
View attachment 923424
Unfortunately I was half way into using this base mod to make as close a replica as I could to render its super rare Porsche 911 SC/RS road going homologation car just to find out that the base mod is broken :-(
I get (among others) these error messages when running a session with the Porsche:
View attachment 923426
The log files are also littered with diverse errors I have never seen before (just with this mod car, not with other cars, Kunos or mods).
So far I got this down to actually making it into the session (renaming some wheel related objects to Kunos standards with CAPITAL letters) but my best efforts so far have the car sitting (fully drivable mind you ) without its front wheels and I need to dig a lot deeper to find a fix.
Anyone did some diffing as well and would like to share?
Also does anyone have perhaps a good source for the actual cars original Fuchs wheels (the mod sadly comes with completely wrong wheels off of a 911 RSR 3.0 with entirely wrong dimensions to boot).
Here is the original mods link again should anyone like to tinker (btw a lot of very interesting cars on this site but so far the quality (visual and particularly physics wise) is veeeery spotty with the occasional complete fantasy car sprinkled in:
https://assettorallygrb.wixsite.com/rallygrb/grb
direct link:
https://sharemods.com/pb3l4l9xqhio/GrB_Porsche_911_SC_RS_86.7z.html