Physics thread

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If tire wear is set to real, you should not have any issues with wearing them out. They do last much longer than in other games with time scaled tire wear.

Overheating tires on the other hand will make them pretty wobbly and lead to excessive wear.
Cheers. How about the AI and it's tyre model? From my first impressions it seems they do not suffer from tyre degradation like we do, and as soon as your tyres start to go they easily catch up on you.
 
Cheers. How about the AI and it's tyre model? From my first impressions it seems they do not suffer from tyre degradation like we do, and as soon as your tyres start to go they easily catch up on you.
Even soft tires should last for about an hour (up to 2 fuel stints if you're careful), so if you got problems it was probably because you got them overheated, next time you notice your grip going down try to slow down for a pair of laps, it should get better
 
Even soft tires should last for about an hour (up to 2 fuel stints if you're careful), so if you got problems it was probably because you got them overheated, next time you notice your grip going down try to slow down for a pair of laps, it should get better
Thanks will check the temp. (haven't bothered so far). But how about my question regarding the AI? Does tyre wear actually affect them?
 
Cheers. How about the AI and it's tyre model? From my first impressions it seems they do not suffer from tyre degradation like we do, and as soon as your tyres start to go they easily catch up on you.

I don't know if and how AI suffers from tire wear and i never had issues with them or with tire wear, even on long runs. Maybe i'm unknowingly a 'tire whisperer', managing my tires better than you ;)

Let me check if i can find something conclusive on WMD and get back to you. Information/Opinions on this from other players/members are highly appreciated ofc!
 
Thanks will check the temp. (haven't bothered so far). But how about my question regarding the AI? Does tyre wear actually affect them?

Yes AI is affected by tire wear. To me it sounds like you're overdriving your tires.

I don't know if and how AI suffers from tire wear and i never had issues with them or with tire wear, even on long runs. Maybe i'm unknowingly a 'tire whisperer', managing my tires better than you ;)

Let me check if i can find something conclusive on WMD and get back to you. Information/Opinions on this from other players/members are highly appreciated ofc!

Spare your time Blowfish:

http://forum.wmdportal.com/showthre...osting-first!)&p=810728&viewfull=1#post810728

:P
 
I'm interested in knowing how the physics are classed.....eg arcade or simulation or in between. My favorites at the moment for pure feel and accuracy are Assetto Corsa and Live For Speed. How does Pcars compare?
 
I'm interested in knowing how the physics are classed.....eg arcade or simulation or in between. My favorites at the moment for pure feel and accuracy are Assetto Corsa and Live For Speed. How does Pcars compare?

I read people compare the physics to LFS in terms of how it comes across and the cars break out, and so on. With AC it's harder to maintain or recover from a slide than in LFS or pCARS.
That said, pCARS is better than LFS physics wise. There is a heated debate on AC vs pCARS everywhere, and I do not wish to turn this thread into another flamewar thread. I personally do believe that as a racing game fan this is a must have title for anyone's collection, and I say that with my gamer hat on and not my WMD one.

As far as personal preference I'd say that between these three...

1. Project CARS
2. Live for Speed
3. Assetto Corsa

I just hate the FFB in AC and instead of helping me as a driver it's giving me issues. The Seat of Pants/Weight Transfer effect implemented by Assetto Corsa causes me to adjust for weight transfers that do not upset the car's actual stability or grip level, with the result of me spinning out in worst cases. I just can't work with it at all.
 
I thought I would try out the karts tonight, specifically the 125CC Shifter. Started at Glencairn which I'm not a fan of. No kart tracks I'm aware of have undulations like that, but I started to get the hang of it a little. Then I went to Summerton. Struggled with oversteer and understeer but I kept at it and was really inconsistent, rarely putting in a decent lap. Then I thought to myself, as a former kart racer, I'm just going to push thing as hard as possible, like a real kart and see what happens. Brake hard, turn quick, hard on the throttle. Then it all came together:cheers:. I was able to step the back end out and control it most of the time. Late apexing, a favourite kart technique of mine worked like a charm. Lap times continued to fall and I felt like I was in total control most of the time. Not sure my poor G27 was too happy with me sawing back and forth on the thing, probably faster than it's ever been used:ouch:. I could really feel what was happening with the kart at all times and it was simply wonderful. :) The only other karts I've driven were in GT and there's just no comparison.

If I might make a request, a shifter sized track that's relatively flat and with flat curbs, would be a nice addition. Something with some very fast sweepers, a long straight or two, and only one or two hairpins. The feeling of powersliding a 125 at 100+ km/h is simply sublime and I'd like a track designed to really take advantage of it:cool:
 
If I might make a request, a shifter sized track that's relatively flat and with flat curbs, would be a nice addition. Something with some very fast sweepers, a long straight or two, and only one or two hairpins. The feeling of powersliding a 125 at 100+ km/h is simply sublime and I'd like a track designed to really take advantage of it:cool:

Just wait until they release the course creator! Oh! Wait wrong thread ;)
 
I read people compare the physics to LFS in terms of how it comes across and the cars break out, and so on. With AC it's harder to maintain or recover from a slide than in LFS or pCARS.
That said, pCARS is better than LFS physics wise. There is a heated debate on AC vs pCARS everywhere, and I do not wish to turn this thread into another flamewar thread. I personally do believe that as a racing game fan this is a must have title for anyone's collection, and I say that with my gamer hat on and not my WMD one.

As far as personal preference I'd say that between these three...

1. Project CARS
2. Live for Speed
3. Assetto Corsa

I just hate the FFB in AC and instead of helping me as a driver it's giving me issues. The Seat of Pants/Weight Transfer effect implemented by Assetto Corsa causes me to adjust for weight transfers that do not upset the car's actual stability or grip level, with the result of me spinning out in worst cases. I just can't work with it at all.

I think ultimately it is impossible to get a close representation of real life feedback until seat actuators/transducers becomes widespread. solely going off wheel feedback is not realistic when i utilize butt feedback just as much if not more than hand feedback. And i agree combining seat feedback into wheel ffb would be confusing
 
I thought I would try out the karts tonight, specifically the 125CC Shifter. Started at Glencairn which I'm not a fan of. No kart tracks I'm aware of have undulations like that, but I started to get the hang of it a little. Then I went to Summerton. Struggled with oversteer and understeer but I kept at it and was really inconsistent, rarely putting in a decent lap. Then I thought to myself, as a former kart racer, I'm just going to push thing as hard as possible, like a real kart and see what happens. Brake hard, turn quick, hard on the throttle. Then it all came together:cheers:. I was able to step the back end out and control it most of the time. Late apexing, a favourite kart technique of mine worked like a charm. Lap times continued to fall and I felt like I was in total control most of the time. Not sure my poor G27 was too happy with me sawing back and forth on the thing, probably faster than it's ever been used:ouch:. I could really feel what was happening with the kart at all times and it was simply wonderful. :) The only other karts I've driven were in GT and there's just no comparison.

If I might make a request, a shifter sized track that's relatively flat and with flat curbs, would be a nice addition. Something with some very fast sweepers, a long straight or two, and only one or two hairpins. The feeling of powersliding a 125 at 100+ km/h is simply sublime and I'd like a track designed to really take advantage of it:cool:
I was curious to hear your opinion about those karts. I only have rental kart experience which are half as slow as the 125cc ones in PCARS, but i already thought the physics were quite good and unlike other racing games that tried to throw in karts they feel planted like a real one (not uber light).

I agree that the circuits are a bit of a letdown sometimes, way to much corners following eachother and that uphill section in Glencairn is just silly. Dubai and the one in the texas like environment with the rough asphalt (forgot the name) are a lot of fun though once you get used to them 👍
 
I think ultimately it is impossible to get a close representation of real life feedback until seat actuators/transducers becomes widespread. solely going off wheel feedback is not realistic when i utilize butt feedback just as much if not more than hand feedback. And i agree combining seat feedback into wheel ffb would be confusing

This is why these settings are options within Project CARS. You can add them, but you can also leave them out as you desire. So if you have transducers than you can use them.
Also personally I would avoid actuators as a first purchase. A GS-4 g-force seat is much more handy as this gives a prolonged pressure.

On a personal note I have transducers, but I can drive fine without them using the default FFB in game and a CSWv2, CSPv2 and CSS-SQ and any rim attached to the base. I can drive solely on the forces that are coming through the wheel by default, and the wheel turns according to the position of the steeringrack.
Since the rack housing is something that's attached to the chassis of the car you have a rotational point between the front wheels for the car when it starts to drift. As the tyres resist turning when the rear breaks out, the tie-rods push/pull the rack inside the steeringrack housing. This in turn rotates the pinion at the end of your steeringshaft to which the steeringwheel is attached.
Now if you imagine the rack as being the FFB signal turning the pinion, which is the FFB motor plus position sensor, than you basically already have a good and accurate setup.
The only issues with consumer wheels is the internal resistance (drag) and possible deadzones, for which there are functions within pCARS' FFB options to overcome those issues.

In the end I think the FFB in the game is fine as it is, and more accurate than in every sim out there except maybe iRacing's direct FFB (which is something similar but the tyre model differs and tus the feedback feels different).
 
I thought I would try out the karts tonight, specifically the 125CC Shifter. Started at Glencairn which I'm not a fan of. No kart tracks I'm aware of have undulations like that, but I started to get the hang of it a little. Then I went to Summerton. Struggled with oversteer and understeer but I kept at it and was really inconsistent, rarely putting in a decent lap. Then I thought to myself, as a former kart racer, I'm just going to push thing as hard as possible, like a real kart and see what happens. Brake hard, turn quick, hard on the throttle. Then it all came together:cheers:. I was able to step the back end out and control it most of the time. Late apexing, a favourite kart technique of mine worked like a charm. Lap times continued to fall and I felt like I was in total control most of the time. Not sure my poor G27 was too happy with me sawing back and forth on the thing, probably faster than it's ever been used:ouch:. I could really feel what was happening with the kart at all times and it was simply wonderful. :) The only other karts I've driven were in GT and there's just no comparison.

If I might make a request, a shifter sized track that's relatively flat and with flat curbs, would be a nice addition. Something with some very fast sweepers, a long straight or two, and only one or two hairpins. The feeling of powersliding a 125 at 100+ km/h is simply sublime and I'd like a track designed to really take advantage of it:cool:
I had pretty much the same revelation last night, but I did end up blowing the engine in one race.
 
What is the ideal tyre temp ? if they are coming out the blankets at around 100 would that be an ideal temp to keep them at ?
Just asking as after around 28 laps of Oschersleben in the GT3 RUF using medium compound they felt like they were on the way out .
 
Optimum tire temperature window is between 80 - 100 deg. Celsius. 28 hard laps on Oschersleben to make mediums show wear doesn't sound unreasonable.
 
Optimum tire temperature window is between 80 - 100 deg. Celsius. 28 hard laps on Oschersleben to make mediums show wear doesn't sound unreasonable.
Is that temperature range valid for all tires? Is there a chart somewhere if not?
 
I just ran the same race and with the hard compound it was a lot more stable towards the end of the race , Also what would be an ideal brake temperature and does this depend on whether they are ceramic or not ?
 
I had pretty much the same revelation last night, but I did end up blowing the engine in one race.
I already blew up 2 kart engines. Shifting down when trying to shift up is not recommended :D

With regards to the physics, they feel very intuitive and natural. If you take some time to set up the car so it is to your liking, the car becomes like an extension of yourself. In other racing games it's always a bit more hairy and there are moments when you loose it and you didn't feel it coming. I've catched a lot of slides in PCARS already and it's always heaps of fun doing so. You always feel what the car is doing making things predictable. Like @Saidur_Ali said he feels the handling is a tad easier than GT6, and i think it's for the same reasons mentioned above.

Confirms my hunch that because there was an intense cooperation with real racing drivers, combined with a good physics and a great tyre model they really hit the sweet spot. Goes to show that harder to drive does not equal realistic like some of the elitists would like you to believe.

Optimum tire temperature window is between 80 - 100 deg. Celsius. 28 hard laps on Oschersleben to make mediums show wear doesn't sound unreasonable.
What is the best way to monitor your tyres in PCARS? At first, when i was noticing the little tyre icon onscreen i had GT's version in my mind which shows the wear and goes from blue to red.
I've only seen it changing from blue to green and back to blue, so this must be related only to temperature right? How do you check the wear or is it a 'feel' thing only?
 
I already blew up 2 kart engines. Shifting down when trying to shift up is not recommended :D

With regards to the physics, they feel very intuitive and natural. If you take some time to set up the car so it is to your liking, the car becomes like an extension of yourself. In other racing games it's always a bit more hairy and there are moments when you loose it and you didn't feel it coming. I've catched a lot of slides in PCARS already and it's always heaps of fun doing so. You always feel what the car is doing making things predictable. Like @Saidur_Ali said he feels the handling is a tad easier than GT6, and i think it's for the same reasons mentioned above.

Confirms my hunch that because there was an intense cooperation with real racing drivers, combined with a good physics and a great tyre model they really hit the sweet spot. Goes to show that harder to drive does not equal realistic like some of the elitists would like you to believe.


What is the best way to monitor your tyres in PCARS? At first, when i was noticing the little tyre icon onscreen i had GT's version in my mind which shows the wear and goes from blue to red.
I've only seen it changing from blue to green and back to blue, so this must be related only to temperature right? How do you check the wear or is it a 'feel' thing only?
Feel only for now
 
What is the best way to monitor your tyres in PCARS? At first, when i was noticing the little tyre icon onscreen i had GT's version in my mind which shows the wear and goes from blue to red.
I've only seen it changing from blue to green and back to blue, so this must be related only to temperature right? How do you check the wear or is it a 'feel' thing only?
It can go to red as well, I managed to hammer the front left on the Megane in a mutliclass race last night.
 
I already blew up 2 kart engines. Shifting down when trying to shift up is not recommended :D

With regards to the physics, they feel very intuitive and natural. If you take some time to set up the car so it is to your liking, the car becomes like an extension of yourself. In other racing games it's always a bit more hairy and there are moments when you loose it and you didn't feel it coming. I've catched a lot of slides in PCARS already and it's always heaps of fun doing so. You always feel what the car is doing making things predictable. Like @Saidur_Ali said he feels the handling is a tad easier than GT6, and i think it's for the same reasons mentioned above.

Confirms my hunch that because there was an intense cooperation with real racing drivers, combined with a good physics and a great tyre model they really hit the sweet spot. Goes to show that harder to drive does not equal realistic like some of the elitists would like you to believe.


What is the best way to monitor your tyres in PCARS? At first, when i was noticing the little tyre icon onscreen i had GT's version in my mind which shows the wear and goes from blue to red.
I've only seen it changing from blue to green and back to blue, so this must be related only to temperature right? How do you check the wear or is it a 'feel' thing only?
I think handling is a lot easier to drive to limit with no aids than GT6 and I prefer that as it behaves more realistically and you can be more consistent. It also makes it really easy to push cars close to their limits within just a few minutes of driving them. I like the progressive slides you get too and the feeling. It has been shaped to be more realistic by real life drivers input so it must be a good thing it handles like it does and they enjoy driving in the game too. Easier to drive like real life is more realistic for me, don't understand why people like really hard to drive games, doesn't feel fun to me if it is just hard for the sake of it.

This is not a physics matter but like to say I personally prefer the controller input compared to GT6 and a lot better for me than FM5, only tried a little bit during development but will give it a try on retail version soon. Can't be that bad if people are doing really fast times with them, think it is just a bit worse than Driveclub.
 
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I'd like to hear more engineer info on car damage. at the moment I've only heard him say I've got aero damage, but if the pit crew has access to telemetry it'd be nice for him to say I need to go easy on the engine, or my brakes are too hot, or watch my revs as the gearbox is dodgy; that kind of thing.

seeing as there's no damage HUD like you see in other games where it shows a car icon changing from green to red, some audio information would not go amiss. quite often he'll say I've got aero damage then a few minutes later my engine blows. it actually seems like as soon as he says aero damage your car is going to break down. I should be told to pit in before all is lost.
 
What is the best way to monitor your tyres in PCARS? At first, when i was noticing the little tyre icon onscreen i had GT's version in my mind which shows the wear and goes from blue to red.
I've only seen it changing from blue to green and back to blue, so this must be related only to temperature right? How do you check the wear or is it a 'feel' thing only?

The Telemetry Screen shows you always the correct tire temperature. Tire Wear as a number is not visible in the HUD atm, but if you play on PC, there are some very good external telemetry apps available that will give you a number: http://www.projectcarsgame.com/apps.html

Don't forget to activate "Shared Memory" under Options->Gameplay->Hardware. Only then PCars will push out the needed telemetry Data to these apps.
 

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