- 268
- NLinks
- MonSpaNur
Yes it is.
I can't say this enough, being a drifter helps A LOT when grip racing at the limit. It can be the difference between ending up in a wall or saving the day. I highly recommend everyone learning to drift. Seriously.
So you're from hard=realistic camp, huh?I've played a fair amount of AC, but by no means have I delved into it head-first. I love the feedback, the FFB forces are a delight. But, I definitely feel that they've gone for the "part sim part game" physics model, as the cars are simply far too easy to drive at-limit. So it's a lot of fun, but unfortunately, even with all driving aids turned off, there is too much "safety margin" programmed into the handling. Not NEARLY as bad as the dumbed-down physics of GT6, but still not quite as much as a pure-sim as I wish.
But, a lot of fun, and the cars seem to "feel right" in terms of their handling characteristics overall, it's just that too-forgiving nature that lets it down a bit.
So it's a lot of fun, but unfortunately, even with all driving aids turned off, there is too much "safety margin" programmed into the handling. Not NEARLY as bad as the dumbed-down physics of GT6, but still not quite as much as a pure-sim as I wish.
So you're from hard=realistic camp, huh?
Was thinking along the same lines myself. We've got an interesting situation where difficulty factor is perhaps contributing much to iRacing>Assetto Corsa>PCARS for some, with a RBR>DiRT Rally deal starting up as well.So you're from hard=realistic camp, huh?
Was thinking along the same lines myself. We've got an interesting situation where difficulty factor is perhaps contributing much to iRacing>Assetto Corsa>PCARS for some, with a RBR>DiRT Rally deal starting up as well.
Maybe some people don't actually know what "the limit" really is. I drive reasonably conservatively I reckon, and don't have any illusions about how far I push it. I really don't come off track, which makes sense to me since I'm not truly pushing the limit. Now, if I would mistakenly assume that I'm a cutting edge race driver, I might think that Assetto is too forgiving.
It's like how far too many think of themselves as perfectionists. They think they are, but only because they don't actually know what it's like to really be one.
I can't say this enough, being a drifter helps A LOT when grip racing at the limit. It can be the difference between ending up in a wall or saving the day. I highly recommend everyone learning to drift. Seriously.
Playing PCARS i've found the Mz slider in the car's FFB settings helps a lot with that. You feel the back end losing traction much better and it also ups the self centering forces of your wheel making it easier to control a slide. I wish AC had these sliders as i suspect my wheel doesn't convey the loss of traction good enough on default settings, and being able to accentuate seperate FFB effects would give me much more response.i've often felt the over-steer in AC to be a little too hard to recover from...the tyres break away progressively enough and there is a catch-able slide, then all of sudden they have overheated and turned to mush....rendering the slide un-catchable even with the clutch in and ample countersteer!
I am talking about road cars on period spec tyres with a g25........and comparing the feeling to LFS which i rate as pretty accurate compare AC and also my 30yrs of street and track hoonage.lol
Yeah I have sometimes noticed this too. Mostly I think it feels very nice and I am able to catch the slide, up to a certain point. But from there...no recovery. I have no idea how it's supposed to be in reality, but I saw a BTCC driver once, his back end broke loose. In with the clutch, complete countersteer, he was actually going completely sideways and was still able to recover the car. But I suppose it could depend on the car and other factors as well. I'm sure the AC devs are continuously improving the tyre model and finetuning things like this.i've often felt the over-steer in AC to be a little too hard to recover from...the tyres break away progressively enough and there is a catch-able slide, then all of sudden they have overheated and turned to mush....rendering the slide un-catchable even with the clutch in and ample countersteer!
Are you using the Jack Spade (JS) tweaks? On my T500 I can feel better losing traction in AC than PCars, even with the JS tweaks. Will this Mz slider help with this on top of my installed JS tweaks, or is this "Mz tweak" already in the JS tweak, if you know what I mean?Playing PCARS i've found the Mz slider in the car's FFB settings helps a lot with that. You feel the back end losing traction much better and it also ups the self centering forces of your wheel making it easier to control a slide. I wish AC had these sliders as i suspect my wheel doesn't convey the loss of traction good enough on default settings, and being able to accentuate seperate FFB effects would give me much more response.
I think these JS files overwrite all your FFB settings even if they look default in game. Best bet is to remove them so you start from 0 and you know the Mz and the other individual FFB sliders will do their jobAre you using the Jack Spade (JS) tweaks? On my T500 I can feel better losing traction in AC than PCars, even with the JS tweaks. Will this Mz slider help with this on top of my installed JS tweaks, or is this "Mz tweak" already in the JS tweak, if you know what I mean?![]()
We can't really talk about difficulty on a single and linear plane though. One game/sim might have easy to drive at the limit, but difficult to recover when it's exceeded physics. Another might deliver equal opposite values.
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The big issue for me is when loss of traction is not logically recoverable. GT has that spikey tipping point, where it's such a fine line between smooth sailing and all hell (and back ends) breaking loose, with very little in between. Assetto is also somewhat guilty here I think. ....
The big thing for me is that I don't want weight transfer effect through the wheel - I have a 3dof motion set up for that. Assetto has it as an un-removable, un-reducible part of the ffb, and it only creates confusion with what the car's doing.I see your point but have to disagree. May I ask what control method / wheel you are using? Driving Assetto with a CSW V2 is a blast... it is demanding but in the same time very, very controllable because you feel everybit of what happens to the car which enables you to react in the right manner. Just to give an example: Until recently I drove with the CSR Elite (not really a bad wheel too) and was not able to properly control the Ferrari F40. Now with the CSW V2 it is pure fun - still a nasty car but I can FEEL the car now and react quickly enough.
The big thing for me is that I don't want weight transfer effect through the wheel - I have a 3dof motion set up for that. Assetto has it as an un-removable, un-reducible part of the ffb, and it only creates confusion with what the car's doing.
With a more powerful wheel (Elite vs V2) it should actually be more of an issue for you, but without a more realistic representation of weight transfer it can still be a preferred effect for many. I'm using an ECCI 7000 which is quite a bit more powerful again. If they put weight transfer in as a slider, I'd be happy I reckon. One has to wonder why they didn't though - perhaps that the ffb is overly reliant on it?
I do a lot of RL motorsports in classic RR Porsches and even a classic VW Beetle (autocross, ice-racing). I also do enduro karting. The Porsches I drive share a very nearly identical chassis (and suspension!) with the YB, so I can give some real-life comparisons (mine are considerably less powerful than the YB of course, and thus *should* be more forgiving). It is, for example, easier to get either Porsche to spin in RL than the YB spins in AC, and a fair amount easier I might add. It's basically the same issue that GT6 has; too-much safety margin. It's not nearly as bad in AC as in GT6, but it's definitely there.
As for hard=realistic, that of course, depends on the car and the speed. Although ANY car take a lot of skill to handle once you are truly at the limit. (It's amazing how much easier it is to say, get an AWD Subaru back in-line than a classic RR Porsche if you're "going sideways").
The problem comparing any sim to real life is always the same. Most of us are limited to FFB from the wheel alone, whereas in real life, you get FFB from the seat of your pants and that's mainly what you use to drive. When I raced karts at a high level I can tell you I never thought about my hands or feeling things through the wheel, it was much more intuitive based on your equillibrium, visual/auditory cues and feeling the road surface through your butt. Of course people like @panjandrum that have real life experience in racing real cars have a different perspective than an old kart racer but I think the problem is the same. You could have a literally perfect simulation of real life physics, but you can't perfectly simulate gravity with a few hundred dollars of sim racing equipment. There will always be something lost in translation between your butt in real life and your hands on a sim.@panjandrum, when you write " but still not quite as much as a pure-sim as I wish." what is/are the pure, what ever pure SIM really mean, that you are referring to?
I am very interested in knowing, because to me AC, might be missing a few feature for some, but every one agree that the Physic and FFB are as good as it get in the present state of commercial SIMs.
@panjandrum, when you write " but still not quite as much as a pure-sim as I wish." what is/are the pure, what ever pure SIM really mean, that you are referring to?
I am very interested in knowing, because to me AC, might be missing a few feature for some, but every one agree that the Physic and FFB are as good as it get in the present state of commercial SIMs.
After playing AC and Pcars more (and now that the YB is out in Pcars), and can definitely say that AC has FAR and away more realistic physics and feedback for this particular chassis. In Pcars the Yellowbird feels what I can only call "utterly and completely wrong", whereas in AC it feels "damn near perfect."
The only complaint I really have in terms of the purity of the AC physics is the seemingly limitless grip tires have on acceleration. It's a minor complaint I guess. I think AC may well have the best physics and FFB of anything I've every played. I just wish I couldn't mash the go-pedal down so ham-fistedly (footedly?) will few or no ill effects.