GT Sport beta physics discussion - Read the First Post Before Replying

  • Thread starter z06fun
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Let's not forget, he can hear sound through an imaginary 1km thick diamond because diamonds are soft. Now that's some physics!!

I thought you returned AC after 1 hour because the game sucked.

E X P O S E D
 
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However, I have no intention of discussing physics with you. It ruins threads for others and is an exercise in self harm.
 
Perhaps the tire is just glitching on the road just like all other GT games where it looks like tire deformation. I could be wrong though it would be a nice edition if GT has tire deformation. Something Forza Motorsports 3 had


Visual tire deformation is always pretty to see, it would be nice to see it at the final GTS game, but the important thing is the tire model if that deformation affects the car handling as it should.

Many sims have lots of visuals or physical simulations but, at the end, that matters only if getting together all continues realistic. Most of times the addition of little realistics aereas doesn't make a realistic feel overall, IMO...
 
Returned to assetto corsa today to see the differences after the update. First tried some more usual cars like the race bmw m2 and street m4. Its nice, but my biggest promlem is the lack of sensation of speed. Feels like crawling 20kmh in the corners or one will skid off track. Following the speedometer i did notice the entry speeds were way too high if trying to estimate the speed visually. Other than that as a comparison my speeds at the last corner of Brands were very similar in 458 gt2 vs GTS gr.4 - 130kmh ish.

Did some tuning on that 458gt2 and found the grip is similar to GTS - the differences are when one loses the grip. In AC if you lose the back end your are pretty surely going out. In GTS, well with the current SRF - no chance.

Also noticed the AC stock tunes are pretty awful?

Things i didnt feel so well are brakes locking (no idea until its late), even worse than GTS - might be due to ffb. But aside from the sensation of speed i also cant feel too much weight transfer, which as a surprise to me feels better in GTS. The cars feel pretty light in general in AC. :odd:

Also tried to compare the visual side of the Ring, but both games seem to be equally slightly off. GTS has a bit too much of trees/foliage and AC has too little vs real track. ACs grass off track does look more like the wild grass of Nurb. GTS seems more "lawnmoved". :lol:

I did really enjoy taking that 458 gt2 to the ring in AC. Really cant wait how GTS feels when released from SRF. :cheers:
 
Updated yesterday to 1.05, drove 42km, which was longest 42km of my history of driving GT series game.. Evora got Ebola..

..today updated AC 1.14 and I found 1.04 Evora there and enjoyed driving several hours.

This makes me wonder, AC updates physics engine to give more realism and they end up a car handling like it was on GTS... Who's going on wrong direction? LOL :lol:

probably because you run on 100% grip surface?

Who's going on wrong direction? you.
 
Does anyone noticed a difference in the cars behaviour from qualifying to racing? Maybe there is a hidden tire temperature factor? Because in the first rounds you have to brake earlier and the grip in general is lesser, especially if you don't do the warm up.
 
Does anyone noticed a difference in the cars behaviour from qualifying to racing? Maybe there is a hidden tire temperature factor? Because in the first rounds you have to brake earlier and the grip in general is lesser, especially if you don't do the warm up.

Good point. This would explain a lot. :odd:

Now this is a far fetch - few times i have been wondering very bad grip in first corner when i havent participated warm-up.. And good grip after full speed warm-up lap. Cant be.. :odd:
 
It happened to me every time and it has to be the tires. Even with no one in front of you, you have the effect of lesser grip for a few corners. It is getting better, the more you race.
 
probably because you run on 100% grip surface?

Who's going on wrong direction? you.

No setting for grip surface in console AC.

Which reminds me - are you guys comparing GTS to console or PC version of AC? I think pc version is a different beast and really not a good point of reference for GTS.

Tire flex

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If this contributes to actual physics, its very promising combined with the weight transfer. I hope they unleash the physics soon. (.. and that there are physics to unleash.. :scared:)
 
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No setting for grip surface in console AC.

Which reminds me - are you guys comparing GTS to console or PC version of AC? I think pc version is a different beast and really not a good point of reference for GTS.



If this contributes to actual physics, its very promising combined with the weight transfer. I hope they unleash the physics soon. (.. and that there are physics to unleash.. :scared:)
Physics wise AC is now identical.

We have track condition, all cars on tyre model v10, brake fade, etc all in place now.
 
And which should be the closest to real?
Any but Optimum could be considered the closest to real, as 'real' roads are far from identical.

A track at the end of a long dry season of racing, that is well rubbered in could be considered 'fast' (imagine taking a track day early in the week after a race weekend), green would be a freshly laid track or one after a lot of heavy rain or at the start of a season after a winter of little to no use.

Old would be the kind of conditions you would get on older, well used tarmac and the one I tend to use for the likes of public road circuits such as Highland. Dusty is just that, less grip than old, but cleans up quicker.

All but optimum have a random element of grip to them, and will build up grip as they are used (at different rates) and transfer different levels of the rubber build up from session to session (so you don't start again as you move from practice to qual to race.

The difference between optimum (100%) to old (around 89%) and dusty (around 86%) on street tyres is significant.

Opps I missed of 'Slow'.

[DUSTY]
SESSION_START=86%
SESSION_TRANSFER=50
RANDOMNESS=1
LAP_GAIN=30
DESCRIPTION=A very slippery track, improves fast with more laps.

[OLD]
SESSION_START=89
SESSION_TRANSFER=80
RANDOMNESS=3
LAP_GAIN=50
DESCRIPTION=Old tarmac. Bad grip won't get better soon.

[SLOW]
SESSION_START=96
SESSION_TRANSFER=80
RANDOMNESS=1
LAP_GAIN=300
DESCRIPTION=A slow track that doesn't improve much.

[GREEN]
SESSION_START=95
SESSION_TRANSFER=90
RANDOMNESS=2
LAP_GAIN=132
DESCRIPTION=A clean track, gets better with more laps.

[FAST]
SESSION_START=98
SESSION_TRANSFER=80
RANDOMNESS=2
LAP_GAIN=700
DESCRIPTION=Very grippy track right from the start.

[OPTIMUM]
SESSION_START=100
SESSION_TRANSFER=100
RANDOMNESS=0
LAP_GAIN=1
DESCRIPTION=Perfect track for hotlapping.

-Session Start is the starting grip in %
-Session Transfer is the amount of grip that will transfer from say Qualifying to Race.
-Randomness example - Green can start from anywhere between 93% & 97% (95 session start plus or minus 2)
-Lap Gain is how many laps need to be driven on track for the grip to go up by 1%. All cars on track count towards this number so for example if Lap Gain is 20, 1 car would need to drive 20 laps, 2 cars would need to drive 10 laps each, 5 cars 4 laps each, 20 cars 1 lap each, etc.

https://www.gtplanet.net/forum/threads/assetto-corsa-console-update-1-14-thread-—-releases-may-17.355138/page-9#post-11816673

Time of day and temp is also going to make a difference.

The point is that running on an old or dusty track at 8am, with an 11c temp is going to be quite different to running on an optimum track at midday with a temp of 25c.
 
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Any but Optimum could be considered the closest to real, as 'real' roads are far from identical.

A track at the end of a long dry season of racing, that is well rubbered in could be considered 'fast' (imagine taking a track day early in the week after a race weekend), green would be a freshly laid track or one after a lot of heavy rain or at the start of a season after a winter of little to no use.

Old would be the kind of conditions you would get on older, well used tarmac and the one I tend to use for the likes of public road circuits such as Highland. Dusty is just that, less grip than old, but cleans up quicker.

All but optimum have a random element of grip to them, and will build up grip as they are used (at different rates) and transfer different levels of the rubber build up from session to session (so you don't start again as you move from practice to qual to race.

The difference between optimum (100%) to old (around 89%) and dusty (around 86%) on street tyres is significant.

Opps I missed of 'Slow'.

[DUSTY]
SESSION_START=86%
SESSION_TRANSFER=50
RANDOMNESS=1
LAP_GAIN=30
DESCRIPTION=A very slippery track, improves fast with more laps.

[OLD]
SESSION_START=89
SESSION_TRANSFER=80
RANDOMNESS=3
LAP_GAIN=50
DESCRIPTION=Old tarmac. Bad grip won't get better soon.

[SLOW]
SESSION_START=96
SESSION_TRANSFER=80
RANDOMNESS=1
LAP_GAIN=300
DESCRIPTION=A slow track that doesn't improve much.

[GREEN]
SESSION_START=95
SESSION_TRANSFER=90
RANDOMNESS=2
LAP_GAIN=132
DESCRIPTION=A clean track, gets better with more laps.

[FAST]
SESSION_START=98
SESSION_TRANSFER=80
RANDOMNESS=2
LAP_GAIN=700
DESCRIPTION=Very grippy track right from the start.

[OPTIMUM]
SESSION_START=100
SESSION_TRANSFER=100
RANDOMNESS=0
LAP_GAIN=1
DESCRIPTION=Perfect track for hotlapping.

-Session Start is the starting grip in %
-Session Transfer is the amount of grip that will transfer from say Qualifying to Race.
-Randomness example - Green can start from anywhere between 93% & 97% (95 session start plus or minus 2)
-Lap Gain is how many laps need to be driven on track for the grip to go up by 1%. All cars on track count towards this number so for example if Lap Gain is 20, 1 car would need to drive 20 laps, 2 cars would need to drive 10 laps each, 5 cars 4 laps each, 20 cars 1 lap each, etc.

https://www.gtplanet.net/forum/threads/assetto-corsa-console-update-1-14-thread-—-releases-may-17.355138/page-9#post-11816673

Time of day and temp is also going to make a difference.

The point is that running on an old or dusty track at 8am, with an 11c temp is going to be quite different to running on an optimum track at midday with a temp of 25c.
Thank you - that makes sense.

We are rambling more towards AC thread, but let me post this last one to close the conversation. ;)

I found a cure to the lack of sensation of speed. Used the newly added cockpit view setting. Set fov all the way 85-87 and moved the camera forward and slightly down to match realistic view. Now i can see the side window and mirror. The differense in sensation of speed and immersion is INTENSE..  Now i find my self taking the turns TOO SLOW.. :lol: Also the brake and throttle control comes naturally due to being able to visually estimate speed. 👍 I really hope GTS could implement similar settings for cockpit.

I think im in love.. For AC.. Sorry Scaff.. :lol::cheers:

This is the 458 gt2 on "green" track with all off but abs to factory.

 
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Sorry for double post, but thought its better as its back on topic this one. ;)

Was going through recent replays and noticed this. Look at the yaw and rear corner lifting on impact.. :eek: is this new? I think the impacts used to be flat.. :odd: i find the current physics engine promising - i think its just the grip levels that are messed up.

 
Set fov all the way 85-87 and moved the camera forward and slightly down to match realistic view. Now i can see the side window and mirror. The differense in sensation of speed and immersion is INTENSE..  Now i find my self taking the turns TOO SLOW.. :lol:

FOV has a big impact on ability to intuit speed. There are FOV calculators online that you can put data on your screen size and how far away from you it is, and they'll tell you what FOV to set for an identical FOV to reality. Inevitably it feels really slow and like you're looking through a tiny box because that's what really is happening, but it can really help transferring your skills from the real world and between games to have the FOV always the same.

Sadly its just the view with wheel and hands you can change. Maybe soon™.. :lol:

How is it on pc guys? Can you change the view that has no wheel?

Pretty sure yes. I think I have the wheel removed from mine, simply because in the seating position I like to have the wheel tends to block the Motec. I haven't played in a few weeks though so I'd have to get back to you.
 
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