Capp Cup v3.0 - SEASON 3 COMPLETE! DSGERBC CHAMP!

  • Thread starter BrandonW77
  • 1,699 comments
  • 65,112 views
Status
Not open for further replies.
Johnnypenso
From the pictures I saw the kart has the displacement (125cc) and the traditional rad on the left side look of a shifter kart. I've raced 100cc direct drive karts and test drove a couple of shifter karts back in the day and it's the most motorsport fun you can possibly have for under $10k without a doubt. A good shifter kart would probably be as fast or faster than a Cappuccino on a larger track and at Tsukuba I would guess, if they got the physics right, I'd expect laps in the low 50's. They accelerate like they're shot out of a gun and stop and turn on a dime...lol. 50+hp, 350 lbs and about a 43" wheelbase.

They've also added a junior kart too. Could be an 80cc two stroker or a four stroke kart, can't tell from the picture.

I've got about a half hour to kill here...going to try out some cars and see how the physics have changed across the board.

Oh and I wouldn't bet on the kart track being a good car track. It's only around 700 metres I think, has a 360 degree loop (!!) and it's patterned after an indoor track and from the picture looks to have really, really tight hairpins, like the tight one at Monaco. Sure does make a pretty picture though...sure be fun to drive in a kart!!!

Just drove it, it's not a shifter kart. :( But it does have an awesome digital display on the steering wheel with your lap times. :)
 
StigsHero
Just drove it, it's not a shifter kart. :( But it does have an awesome digital display on the steering wheel with your lap times. :)

Wait where? Arcade?


Also guys buy a chevy and ford NASCAR try them out. They indeed sound different. Fire up and on track. SICK!!!!
 
OwensRacing
Wait where? Arcade?

Also guys buy a chevy and ford NASCAR try them out. They indeed sound different. Fire up and on track. SICK!!!!

Yes, in Arcade Mode under the Arcade Only cars you can drive all 3 karts right now.
 
Since I'm using a ds3. The new physics make it very easy for me to control the car. Hitting apexes was easier than it was before. I don't get any of that drift noise you would usually get for turning a bit in a straight line anymore.

Haven't gotten to play around with it too much. But hopefully we can get something together.
 
^Apparently they are. But you can still drive them in arcade mode. People have the DLC helmets already too.
 
Testing lounge is open. Only Cappy's tonight. Let's see if we can figure this slipstream out. ;)

*CLOSED*
 
Last edited:
I think the DLC was already downloaded with the update. I think the DLC is just one of those small unlock programs that opens up the rest of the game.
 
Shame that the rewind and fast forward controls only appear in replays saved after the 2.0 update.

I managed to sneak away for a quick blast around last night and found everything feels very different. I've a DFGT wheel and the Capp felt tighter and more 'planted'. Even the Formula GT in the new seasonal event was drivable (I hate driving these high speed cars).

Looking forward to testing the Capp with you all.
 
+ whatever number we are on now about the improved driving. I did a quick drive with the Capp on madrid. I was a good .5 sec faster just in the first shoot. Depending on the track, I think I like the new feel in the wheel. Tracks that are really bumpy might get annoying after a while (although that would be the case in a non sim situation).
 
^^I was finally able to turn all the aids off on the FGT. It's possible to drive on DS3 now. Still spins wheel like it's nothing but it doesn't try to kill you every time you turn.
 
Pretty successful testing session last night I thought. We'll do this again on Friday and Saturday but let's discuss things from last night with the group that was there.

First, no real changes in how I setup the room so that's good. One thing I noticed that everyone should be aware of is that Tire/Fuel Wear is now set to "Off" as default so that has to be changed to "On". Power and weight sliders are in a different position but not an issue. So that's good news, shouldn't be anything here that effects our races.

Second, the Capp. It sure feels like a different car now! Last night I felt like I was actually in a driving simulator and not just playing a video game. I love how you can feel the suspension rocking side-to-side under heavy weight transfer. When you start to lose grip there's now a window where you have partial grip and can easily recover a slide, as opposed to the former on/off nature of grip vs. no grip. It now has a sharp bite on turn-in and really points into the turn nicely, so much that I often found myself turning in too early. I got around turns 1/2 at Suzuka East with total control where before I felt like I was riding a controlled tornado through there and it was 50/50 as to whether I'd survive.
To those that attended last night, what are your thoughts on the new physics? Better/Worse/Neutral? Are you going to have to spend a lot of time re-tuning your Capp or will it just need minor tweaks? Is 1 week enough time to get adjusted to the new physics?

Slipstream reduction: a.k.a. Weak Sauce. I LOVED it with the slipstream on "weak". Very minor draft now and I think you have to be closer for it to come into effect. I was 3 car lengths behind somebody going down the long straight at Monza (no chicanes) and I did not slingshot past them. I gained very, very slowly and was close to their bumper by the end of the straight but not even in a position to make a pass. Before Spec 2 I would have rocketed by them at 150mph by the time we were half way down the straight. I also think we were only seeing drafting speed around 142-145mph where last season we were easily topping 150mph with a tow.
To me, this is a great improvement. Although I do love me some crazy drafting battles I feel that the weak sauce is much more realistic and natural feeling. I also think that with the reduced draft we all seemed to be in more control of our cars, we did 4 laps at Monza (no chicanes) and didn't have a single incident. Last season, well that just wasn't the case. lol
Right now I'm leaning towards the weak slipstream for all future Capp Cup races but we will do more testing with it on Friday so we can get some more opinions. We didn't do any races with it on "strong" last night so I can't really make any solid comparisons but I sure did like the "weak". We can do some back-to-back races on Friday, one with weak and one with strong, so we can have a more solid idea of how they compare and how they effect the quality of racing.


Let me hear your thoughts. 👍
 
Not hijacking the thread but I thought everyone should be aware of this.

Time to change your PSN password everyone!
 
Not hijacking the thread but I thought everyone should be aware of this.

Time to change your PSN password everyone!


I was just hunting down that story to post for everyone. I about 🤬 myself when I saw that this morning but it doesn't appear (yet) that it's going to have any negative effect or cause an outage. Keep your fingers crossed. ;)
 
Last night was fun. I know I'm going to catch hell for this but I feel the need to be honest. I love the new weak draft. It makes for exciting, close racing. It makes it easier to run closer together because there's far less throttle/brake manipulation because of over exaggerated draft effects.

But, if you can't pass someone at Monza with the draft Brandon, how are we ever going to pass anyone at Tsukuba or Madrid? If someone runs a good quality race, never gets it sideways, a good possibility for most of the field with these newer physics, how will you ever get by them? You can't outbrake anyone because most of us are braking at the limit already, and since you won't be able to get up near parallel with them, it'll be a divebomb if you do outbrake them.

I think the draft was great at the larger tracks, enough to pass on any decent straight, but we need some testing on the shorter tracks too, like Tsukuba and Madrid, perhaps on Friday. I could be wrong, but I think it'll be almost impossible to pass with the weaker draft in these cars on those short tracks. On the larger tracks I concur that the weaker draft is more appropriate and maybe we'll just make the sacrifice on the shorter tracks for consistency, but before we do, we should test it out.

Interestingly, although I was easily able to shave a half second off at Madrid, I was the same speed at Suzuka as before and although the car felt better in the first two corners it wasn't improved in the esses. I think I have to change my set up to take advantage of the new physics there. I softened things up at Monza and it seemed to work better there.

The Indy Oval race was an absolute blast. A full grid of Cappuccino's there would be absolutely crazy!!! Crazy = good!! I think I had my tranny set at something like 180 mph...lol. The draft was great, very subtle and you really really had to think about where you wanted to be on the track at all times. Coming into the last corner I was at the back of the lead pack. Couple of guys looked like they were going to bump draft to the win, then I noticed iForce using some momentum to pull out and pass from third I think. I moved in from fifth to catch his draft, unfortunately Lexy tried the same thing but a bit too late as he moved slightly into me, I caught up to iForce exiting the turn and we pushed by into first and second...by a couple of feet. The entire race was a pack of us nose to tail and I think the lead swapped 3 times in from the last corner to the S/F line.
Brandon and CBC would have been there too but their gearing was too high.

Was a fun night...learned a lot. Get some seat time in your Cappy and get out and run with the new draft....it takes some getting used to.
 
But, if you can't pass someone at Monza with the draft Brandon, how are we ever going to pass anyone at Tsukuba or Madrid? If someone runs a good quality race, never gets it sideways, a good possibility for most of the field with these newer physics, how will you ever get by them? You can't outbrake anyone because most of us are braking at the limit already, and since you won't be able to get up near parallel with them, it'll be a divebomb if you do outbrake them.


I was several car lengths back in the example I gave. There was a pack in front of us at the same time, they were closer together and we could see them passing each other. So it's quite possible to make a drafting pass as long as you get a good exit and have enough speed to get up on their bumper. On another lap I was closer to the lead car coming out of Parabolica and was able to make the pass going into Curva Grande but only by a small margin. Once I did pull out from behind the lead car there was a sharp drop in my acceleration and instead of rocketing by him I gradually made the pass, which is the way it should be.

Personally I think it would be good for us to stop relying on a heavy draft for passing. Now it takes the right skill and execution to make a pass, not just waiting till the next straightaway for a rocket-ship slipstream. We're going to have to plan ahead, figure out which turn we're better on and try to setup a pass well in advance. And now when you open up a 3 second gap on somebody you don't have to worry about it automatically being negated on the next straight because of drafting.

We will do testing at the shorter tracks on Friday to see what the effect really is. With the improved physics/grip/control I think we'll be better able to make passes in turns which should make up for the decline in draft passing. I also think that dive-bomb passing should see a decrease, it's going to be harder to actually get your car close to somebody now and there will only be a couple mph difference between the 2 cars so drivers won't be able to slingshot to the inside as much. We did several races last night and I didn't encounter a single dive-bomb attempt, not even when Lancer was around me! Well, except that one time at Suzuka when he mis-took my late apex as me running wide. ;)

Something else I want to try is Penalties. I've read that the corner-cutting is greatly improved which is great to hear. I like the idea of having penalties turned on "light" but there were a couple problems with them. First, it would ghost lapped cars which is just ridiculous. Second, it seemed to me that when it came to contact penalties the person getting punted would be penalized instead of the punter. Fail. For those 2 reasons I've never even considered using penalties. If the contact penalties have been improved then I would like to consider using them, they have the potential to fix a lot of our "clean driving issues" that keep popping up. So these are next on my testing list, but I'd like some opinions about these too.
 
We encountered something interesting last night, it's not very exciting but it hints at just how deep they've gone with this update. We noticed some time ago that after you RM'd the car there would be Potenza stickers under the headlights but once you painted it those stickers got covered up and were no longer visible.

This is a photo I took just a few days before the Spec 2 update, notice no Potenza logos under the headlights.

flyingcappy.jpg


Here is a picture I took from our races last night. Notice that not only have the Potenza stickers come back, there are also new stickers in the opening of the bumper on either side of the grill and also on the side of the bumper right in front of the wheel.

imagejdq.jpg


Now the really interesting thing, here's a photo from the same race that the first photo was taken from, but this photo was taken after the 2.0 update and the stickers are now there! So even the cars in older replays have been updated, very interesting.

imageymy.jpg



Like I said, this isn't very exciting but I think it shows just how thorough this update is. They've obviously changed something fundamental about how the cars are rendered which fixes the mistake that previously painted over these stickers.

👍
 
The update is so thorough that you can limit your GT500 room to only the appropriate cars but can't limit the hp, weight or pp...lol. The guy who worked on uncovering the stickers should have been working on that instead...lol.
 
Thanks for the great reviews of the update guys. I only had time to download the update and look around, didn't get a chance to pull the wheel out.

After reading the reviews it does sound like some testing may be needed on the smaller tracks...look forward to it.
 
One thing that came up last night Brandon, is that when you left, the rest of us got froze out and the track options etc. were grey. Eventually we all just left because it never cleared. Same thing happened the night before when the host left. It's happened before, but never in the Capp Lounge. I think for a while anyway, you better not leave the Lounge at any point until the racing is done for the day, just to be safe.
 
Right now I'm leaning towards the weak slipstream for all future Capp Cup races but we will do more testing with it on Friday so we can get some more opinions.
Let me hear your thoughts. 👍

@Suzuka east turn-in was better, and tire noise/behavior from hard cornering was more realistic. The car was also pushing with my set-up from week1 race. Few adjustments and I think the speed should come out the be pretty much the same.

Personally I don't care which slipstream setting we go with, but with third of the season gone I'd think about how to make rule change neutral to current standings.

If we go with 'weak all the way', with passing that much harder, personally I would expect not to be able to drop points from the first two weeks simply because it will be much-much harder to get to the front in the second race.

And if I were in the second half of the standings - I'd expect to drop both first weeks for the same reason. So just changing draft to weak is not standings-neutral in that sense.

Here's what I'd do: designate 1 race of the remaining 4 to be ran with strong draft and allow dropping 1 event with weak draft and one with strong.


I also think we were only seeing drafting speed around 142-145mph
I think I hit more than that going into the first chicane on lap 2.


You can't outbrake anyone because most of us are braking at the limit already, and since you won't be able to get up near parallel with them, it'll be a divebomb if you do outbrake them.
Or we can prohibit ABS>0. I hear ABS=off is usable now (haven't tested it) and might create some braking differences.
 
@Suzuka east turn-in was better, and tire noise/behavior from hard cornering was more realistic. The car was also pushing with my set-up from week1 race. Few adjustments and I think the speed should come out the be pretty much the same.

Personally I don't care which slipstream setting we go with, but with third of the season gone I'd think about how to make rule change neutral to current standings.

If we go with 'weak all the way', with passing that much harder, personally I would expect not to be able to drop points from the first two weeks simply because it will be much-much harder to get to the front in the second race.

And if I were in the second half of the standings - I'd expect to drop both first weeks for the same reason. So just changing draft to weak is not standings-neutral in that sense.

Here's what I'd do: designate 1 race of the remaining 4 to be ran with strong draft and allow dropping 1 event with weak draft and one with strong.


These are the things I've been a little concerned about but I haven't been able to put my finger on what the effects would be. I think you summed it up pretty well, since we've already had 2 events with the heave slipstream the results of the remaining season my not be "in sync" with the first part of the season. In reality I doubt there would be any real concern because somebody could still have a lousy week or a good week independent of the slipstream effect, for example both of my first 2 weeks have been lousy and that was in no way related to drafting. But whether or not I drop one of those weeks is dependent on the results from the rest of the season and since it may be more difficult to get better results now, keeping 1 of these first 2 weeks now seems like more of a possibility than it did before.

Which of the remaining races would you propose having the "strong slipstream" on? I think the oval requires weak sauce, and maybe Rome Reverse too (since it has 3 long straights). So Monaco or GV-R? Or am I looking at that totally backwards?
 
Another thing that may be interesting is with the "reverse grid" for the second race, it may be much more difficult without the enhanced draft to climb all the back up. Again, I haven't tried 2.0, just thinking out loud.
 
Which of the remaining races would you propose having the "strong slipstream" on? I think the oval requires weak sauce, and maybe Rome Reverse too (since it has 3 long straights). So Monaco or GV-R? Or am I looking at that totally backwards?
Forgot that 2 out of the remaining 4 are enduros, so no second race with weak draft. Sooo... just change draft to weak and say that one can't drop both suzuka&madrid, or rome&oval.
 
Forgot that 2 out of the remaining 4 are enduros, so no second race with weak draft. Sooo... just change draft to weak and say that one can't drop both suzuka&madrid, or rome&oval.


That seems simpler, everyone will just have to keep 1 of the first 2 weeks at the end of the season.

I think maybe Friday we need to do a full mock-race event at either Suzuka East or Madrid Mini with the second race running reverse grid, that way we can compare to the races we've already done to see how the faster guys work their way through the field with less slipstream. I can record the results and we'll put them side-by-side with our previous event to compare overall time and gap times. Should give us a good idea of the differences we'll experience.
 
^ Gotta be Suzuka then, since according to JP lap times @Madrid are much faster now. Also, an occurrence of the 'big one' @Madrid could skew the comparison.
 
Status
Not open for further replies.
Back