Physics thread

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Yesterday i was doing some practice laps in spa wirh the R8 GT3 car and i was so happy to feel the ffb again as it should be, no overdone unlike other sim out there, it felt natural and i could feel bumps on the track and a litle bit on the kerbs aswell, the phisics on the GT3 cars seens allraight you can feel you are on a racing car.

Thanks for the tip about disabling the mask imput in the f1 menu Logiforce it makes a big difference.
 
I posted this question in the general thread by mistake. Is the GT style of driving fast, with a slight drift in every corner, the way things also work in PCars?
 
I posted this question in the general thread by mistake. Is the GT style of driving fast, with a slight drift in every corner, the way things also work in PCars?

I know what you mean so i say no, i hate that in gt6 still like the game a lot, but in project cars the phisics are more advance i have never feel that sudently lost of grip when cornering in project cars
 
Define "cook". You mean they overheat and lose grip? For how long and by how much?
And/or do they wear faster?

It's not faster and if you do decide to slide around yeah they will overheat and lose grip. Your tyre temps will go up by a realistic amount and they won't go down until you start driving a little calmer. ;p It's hard to say for how long... depends how bad the slide was, how you drive after sliding around etc, just like in real life. Basically they don't go from a white colour to a yellow colour for a split second then back to white like in GT6. It's way more complicated than that. And yes they would wear faster.
 
Yes. And for how long and how much is tire dependant and under dev still, but it'll depend on how much you over work the tire. The more excess heat you get into the tire and the longer it'll take to get it back to optimal.

Here's a example graph I took of the tire temps a few days ago when I drove a little and then just cruised for a while (without even touching the brakes thus not generating much heat into the rim & tire) and then started to drive again :) Not directly related to "overdriving" though.. but just to give some reference..

72ae0k.jpg
 
@Timppaq and @Aderrrm thanks for the info. Looks promising. I'm hoping this means there will be some real strategy involved in longer races involving tire temps/wear/grip and being able to influence it significantly through smoother inputs and easier braking. Will there be some provision as well for accelerated tire wear for sprint racing?
 
Some of you "knowledgeable" wmd supporters should have paid salaries at slightly mad studios. Great job with the information!
 
It's not faster and if you do decide to slide around yeah they will overheat and lose grip. Your tyre temps will go up by a realistic amount and they won't go down until you start driving a little calmer. ;p It's hard to say for how long... depends how bad the slide was, how you drive after sliding around etc, just like in real life. Basically they don't go from a white colour to a yellow colour for a split second then back to white like in GT6. It's way more complicated than that. And yes they would wear faster.

Sounds like pCARS is going to be a better driving and much better looking GTR2, which makes me infinitely happy 👍

I remember a few league races back in my GTR2 days, hard racing and having to save the back end would overheat the rears and make them greasy, just like what happens IRL. Tire management was crucial.
 
You know what would be a great feature is an instructional part of the game which maybe compares your input parameters, driving line, etc. to a known fast lap of a skilled pilot. Not a Data Analyzer that gives you raw data and expects you to figure it out (although that is a welcome feature) but more directed towards beginners. Something that would tell them where they went wrong on corner entry, braking strength and distance, steering inputs, etc...and it's resulting effect on tire management, grip etc. You could limit such a feature to one track and just a handful of cars of various power, drivetrains and tires, maybe 5 in total.

Such a feature would be revolutionary in sim racing to my knowledge, and might really go a long way to helping out lesser skilled pilots and teaching them the finer points of circuit racing.
 
Such a feature would be revolutionary in sim racing to my knowledge, and might really go a long way to helping out lesser skilled pilots and teaching them the finer points of circuit racing.

There was an interesting tutorial lap around Fiorano with Tiff Needell giving you advice in Ferrari Challenge. It was useful in a fairly basic sort of way, but it would fall over if you were moderately competent. Still, the idea was a good one, and giving feedback directly as you're driving is very useful.
 
Regarding this screengrab:

ProjectCARS_Menu.jpg


I'm now a little worried.

My experience with games that have different handling modes for different levels of difficulty, usually means the 'simulation' mode is utterly kack.

Please please someone take my doubts away... :scared:
 
Regarding this screengrab:

ProjectCARS_Menu.jpg


I'm now a little worried.

My experience with games that have different handling modes for different levels of difficulty, usually means the 'simulation' mode is utterly kack.

Please please someone take my doubts away... :scared:

Than this might be the first game that has that reversed than as everyone has been testing the game in 'sim-mode' since the beginning. So sim is the main focus, and personally have not bothered trying the other modes at all.
 
Regarding this screengrab:

ProjectCARS_Menu.jpg


I'm now a little worried.

My experience with games that have different handling modes for different levels of difficulty, usually means the 'simulation' mode is utterly kack.

Please please someone take my doubts away... :scared:
Don't panic, it isn't different "handling modes", it's just different stages of assists (arcade is all, sim is none) doesn't affect physics whatsoever. Someone please tell me though that you are able to adjust the assists individually?
 
It's just a general setup the first time you get into the game, just a quick setup. Of course you'll be able to change the assists separately. And no, it's not handling modes, just levels of assists. On the PC version, there will also be a quick setup for detail levels.
 
Ok. So what is the difference between 'Novice Handling Mode', 'Intermediate Handling Mode' and 'Pro Handling Mode'.

Cos to me that sounds like a change in the physics. If it isn't, then this NEEDS to be changed for release otherwise people are going to get the wrong impression (like I have just done)
 
Ok. So what is the difference between 'Novice Handling Mode', 'Intermediate Handling Mode' and 'Pro Handling Mode'.

Cos to me that sounds like a change in the physics. If it isn't, then this NEEDS to be changed for release otherwise people are going to get the wrong impression (like I have just done)
Seriously, Don't panic! I've played several racing sims which say "handling mode", everytime it's their super confusing way of saying assist level. Also SMS has very little money compared to other developers, and they are already pushing to perfect one physic engine, let alone multiple. It would be a waste of resources.
 
Ok. So what is the difference between 'Novice Handling Mode', 'Intermediate Handling Mode' and 'Pro Handling Mode'.
Novice Handling actives Braking and Steering assists, racing line aswell; Intermediate Handling deactivates both assists but keeps racing line on and Pro Handling deactivates every assists incluiding the racing line. Like it was said above, you have nothing to worry about.
 
Just wondering, I've read there will be various clutch noises, but how in depth is the simulation of the clutch? Stalls, grinds, downshifting too high... etc
 
Stalls... happen
Bump start... possible in realistic gears at realistic rpm's
Grinds... should happen but not sure if the sounds are in yet for this
Downshifting too a too low gear... causes engine/gearbox damage (if there is no protection as per car simulated)
Clutchless shifting/rev matching... works but can be tricky depending on the car

Bump starts, stalls and clutch tweaks have been done after I inquired about it because of inaccurate clutch behaviour at the time, especially since I feel the finer details of a manual gearbox's behaviour are often overlooked in most games. It's often simplified as being a direct gear select gearbox, while there are many other things seemingly (but not so) insignificant details that make it feel like a proper manual gearbox.
Anyhow... since than Casey (dev) has put some time into implementing bumpstart/stall and clutch tweaks to all cars. Which made everything a bit more real and fun to play with. Even he was surprised at how much different it made even though it did not seem that important to implement at first.

So yeah, if you still have momentum and your engine stalled, you can best put it into say 2nd or 3rd gear (depending on your speed) and engage the clutch again. The engine should go 'vrrrrroooom' again soon after as per real life. :)
As a manual gearbox lover myself (I don't get why people love automatics... sq or paddles :odd: ), I have nothing to complain about to be honest. So I am not too worried about people disliking that at all.
 
I have a question for the WMD members.

Why the RWD P30 struggles to get 280 KM/H?

Being a LMP1, shouldn't it go all the way until 350 km/h?

I know it can be a setup related issue, but all videos that I've seen so far shows the same top speed to this car.



And



Dat flat-six sound! :bowdown:
 
It's a gearing/aero issue. Because the setups haven't been altered from stock, you'll notice it gets to top speed very quickly, but then stays there. This will be fixed closer to release when the community starts creating the default setups, there doesn't seem to be any point while the tyres are still undergoing development.
 
I have a question for the WMD members.

Why the RWD P30 struggles to get 280 KM/H?

Being a LMP1, shouldn't it go all the way until 350 km/h?

I know it can be a setup related issue, but all videos that I've seen so far shows the same top speed to this car.



And



Dat flat-six sound! :bowdown:

Straight six :)
Edit: sorry for a sec I thought it was the audi.
But it doesn't sound like a flat six though. Defo a v8
 
^ It's a flat six with a turbo. And it does sound angry :)
If it's a flat six it sounds totally wrong. The "key" is a plain 4/8 cylinder one, 6 cylinders are way more harmonic. Are you saying the sound is flat 6 or the car?
 
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