Physics thread

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VXR
Heh, if that works then that is so meta!

I just had a 2 lap race in the rain with 80% AI at Nords (5 of them) and I was 10 seconds ahead in 1 lap. I'm feeling the AI is easy issue here. :irked:

I was driving with a wheel, but the A45 AMG was easy as hell to control and keep on the road. So I don't know what 2clicks his issue is (guess lift-off oversteer?), but it's pretty stable even though it still can do lift-off oversteer... it just won't snap.
Also 'slow-in, fast-out' is key with a FWD to keep a nice momentum going through the corners, and hard braking in an as straight as possible line is best or else you need to add a bit of throttle upon brake release to pull the car straight again. Else it'll try to rotate since FWD are basically 2 wheeled wheelbarrows, and the heavy rear wants to continue in a straight line instead of follow around the corner.
 
The A45 is 4WD. It doesn't transition from a slide into snap oversteer, it goes from dead ahead to half a turn violent yank on the wheel when playing on the Xbox One and using the tiniest input on the analogue stick.
 
VXR
The A45 is 4WD. It doesn't transition from a slide into snap oversteer, it goes from dead ahead to half a turn violent yank on the wheel when playing on the Xbox One and using the tiniest input on the analogue stick.

Ooops, you're right. Here I've been just driving it like a FWD. Silly me.

But yeah, that would make it unusable to XB1 players. I hope this will be fixed soon for you guys as I think a patch is incoming but no clue as to when exactly. I simply don't follow console changes as much as a pure PC guy this console generation.
 
Sorry it might have been asked before but could anyone tell me if the tires rubber left on track contribute extra grip when racing?
 
Contributes to a slippery raceline in wet as wel. Wet rubber doesn't grip.

Yep, which is where I think a lot of the complaints about the cars being "undriveable" in the wet are coming from. I personally have had no issues with grip in the wet beyond what you would expect.... longer braking distances, smoother throttle application and STAY OFF the normal racing line. The "rubbered in" line is noticeably and significantly slipperier in the wet than the other parts of the track.
 
Yep, which is where I think a lot of the complaints about the cars being "undriveable" in the wet are coming from. I personally have had no issues with grip in the wet beyond what you would expect.... longer braking distances, smoother throttle application and STAY OFF the normal racing line. The "rubbered in" line is noticeably and significantly slipperier in the wet than the other parts of the track.

Heh. How many drivers in F1 are even bad in the rain? Other drivers loved the rain, like Jos Verstappen, as the rain equalized the performance differences of the cars. Plus not everyone was able to find grip in the rain. This meant that driver skill and insight became of importance.

Just a question, but how many F1 drivers are considered rain masters through the years?
I know Ayrton Senna and Jos Verstappen always used to be great in the rain. Which other people got really noticed in the wet?
 
Just a question, but how many F1 drivers are considered rain masters through the years?
I know Ayrton Senna and Jos Verstappen always used to be great in the rain. Which other people got really noticed in the wet?
Recently I'd say Hamilton, Barrichello, Button, to some extend Vergne.
At least they are comfortable on the wet and often affirmed they like it.
 
Just a question, but how many F1 drivers are considered rain masters through the years?
I know Ayrton Senna and Jos Verstappen always used to be great in the rain. Which other people got really noticed in the wet?

What about Michael Schumacher? He has always been good in the rain. Especially his performance at the Spanish GP in 1996 was outstanding.
 
I'm just going to throw this out there...

Has anyone got an answer to why the Force Feedback options were implemented like they are? I mean, shouldn't force feedback be the games way of telling you what the car is doing and how it's performing? Couldn't SMS have just designed the FFB to be as realistic as possible for each wheel controller, then given us the option to rack up the power or turn it down as we see fit.

All of these options per car are simply not needed. I've been testing for days on end, and I've come to the conclusion that once you've found the sweet spot for the car, changing anything else just makes the FFB perform worse.

I can't get my head round why this was decided to be the best option... for realism sake as well as playability's.
 
I'm just going to throw this out there...

Has anyone got an answer to why the Force Feedback options were implemented like they are? I mean, shouldn't force feedback be the games way of telling you what the car is doing and how it's performing? Couldn't SMS have just designed the FFB to be as realistic as possible for each wheel controller, then given us the option to rack up the power or turn it down as we see fit.

All of these options per car are simply not needed. I've been testing for days on end, and I've come to the conclusion that once you've found the sweet spot for the car, changing anything else just makes the FFB perform worse.

I can't get my head round why this was decided to be the best option... for realism sake as well as playability's.

First feedback on a real car is adjustable, each driver has its preferences.
Secondly how do you model a FFB that will work fine for all wheels ? There are brushless motors, quite different from the older regular ones; high end, low end wheels...
Yeah you have to play around with the settings but it is decently explained, unless you don't know yet what you want to feel through FFB. Default settings are pretty neutral and some people don't like not feeling the rear end for instance.
 
I'm just going to throw this out there...

Has anyone got an answer to why the Force Feedback options were implemented like they are? I mean, shouldn't force feedback be the games way of telling you what the car is doing and how it's performing? Couldn't SMS have just designed the FFB to be as realistic as possible for each wheel controller, then given us the option to rack up the power or turn it down as we see fit.

All of these options per car are simply not needed. I've been testing for days on end, and I've come to the conclusion that once you've found the sweet spot for the car, changing anything else just makes the FFB perform worse.

I can't get my head round why this was decided to be the best option... for realism sake as well as playability's.
The "default" FFB settings feel fine on my TX wheel on my computer, and I'm sure some other wheels, while some other wheels not so good. So, if they would have used different "defaults" the "some others" may have like the feel but I may not have. There isn't one set of defaults that feels the best in every case. During development there was one group that like the FFB very much, and another group that complained. Compound this with developing for two different consoles.
I hear many saying the same thing in the R3E, rFactor 2, AC, and other forums that the FFB doesn't feel right. In most cases it can be tweaked to satisfy most.
PD just had to focus on the Playstation controls, T10 on the Xbox controls, much easier to find the sweet spot for a single platform with limited variables.
 
Heh. How many drivers in F1 are even bad in the rain? Other drivers loved the rain, like Jos Verstappen, as the rain equalized the performance differences of the cars. Plus not everyone was able to find grip in the rain. This meant that driver skill and insight became of importance.

Just a question, but how many F1 drivers are considered rain masters through the years?
I know Ayrton Senna and Jos Verstappen always used to be great in the rain. Which other people got really noticed in the wet?
Gilles Villeneuve is one for sure. Watkins Glen, 1979, he was 11 seconds faster than his teammate Jodi Scheckter, outbrakes two world champions in the first corner for the lead, wins by 49 seconds.
 
Gilles Villeneuve is one for sure. Watkins Glen, 1979, he was 11 seconds faster than his teammate Jodi Scheckter, outbrakes two world champions in the first corner for the lead, wins by 49 seconds.
Snowmobile experience :)
 
First feedback on a real car is adjustable, each driver has its preferences.
Secondly how do you model a FFB that will work fine for all wheels ? There are brushless motors, quite different from the older regular ones; high end, low end wheels...
Yeah you have to play around with the settings but it is decently explained, unless you don't know yet what you want to feel through FFB. Default settings are pretty neutral and some people don't like not feeling the rear end for instance.

The "default" FFB settings feel fine on my TX wheel on my computer, and I'm sure some other wheels, while some other wheels not so good. So, if they would have used different "defaults" the "some others" may have like the feel but I may not have. There isn't one set of defaults that feels the best in every case. During development there was one group that like the FFB very much, and another group that complained. Compound this with developing for two different consoles.
I hear many saying the same thing in the R3E, rFactor 2, AC, and other forums that the FFB doesn't feel right. In most cases it can be tweaked to satisfy most.
PD just had to focus on the Playstation controls, T10 on the Xbox controls, much easier to find the sweet spot for a single platform with limited variables.

Thanks for the responses guys.

Yeah, I get this, that all wheels are different and the feedback will come through differently on them.

However, having the FFB settings per car really do not make sense to me. Can't we have all the settings in Global, and have all the cars conform that way?
 
Thanks for the responses guys.

Yeah, I get this, that all wheels are different and the feedback will come through differently on them.

However, having the FFB settings per car really do not make sense to me. Can't we have all the settings in Global, and have all the cars conform that way?
The worse for me isn't it's car per car, but also track per track.
For instance I like the karts to feel close to reality so I put very heavy FFB, but not on GT3 or protos. You can create a setup on main menu and then save it for all tracks, but yeah you'll have to do it for each car.
It shouldn't be that annoying if you focus on cars one by one though either career mode or online racing with the same car. Otherwise...

Maybe they'll add it in a patch, would make sense.
 
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There are some more (quiet) worldwide famous pro racing drivers being WMD members since a long time. They specifically asked to get a key after they tried out the game.
 
Because it seems out of nowhere to me, and I'm suspicious toward such dithyrambic declarations.

Nice vocabulary word. I had to look that up.

I do notice that real drivers seem to sometimes endorse the realism of racing sims. Are they paid? Do they get a free copy?

And it may be that all sims are pretty realistic when compared to the seat of your pants experience in real life. In other words

Real life >>>>>> iRacing > pCars > GT6 = Forza 5

Edit: I noticed it says this guy played using a pad.
 
I'd be careful with all those real world drivers claiming loud and high it is the most realistic sim ever.

Yup, you should distrust it so much as nobody today plays games, only nerds do that. Certainly not those who can race in real life.
Nope you should trust every sim racing elitist right away in comparison, for they know how to compare sim racing games.

itsaconspiracyojsih.jpeg
 
I'll still take superlative claims with a grain of salt unless we know what other titles a professional has played, ever since Gran Turismo 4 was lauded by some professionals.
 
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