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Talking about how loud transmission whine can be...
BMW 320i STW of driver Rolf van Os on TT Circuit Assen
Depending on my current mood I love it or hate it.
Talking about how loud transmission whine can be...
BMW 320i STW of driver Rolf van Os on TT Circuit Assen
While transmission whine can get loud, on this recording it sounds like there's a high frequency resonance hitting the microphone through the mechanical structure, or the mic is placed right next to, and pointing at the transmission. The whine gets to drown out all other sound and clip. If it was that loud relative to the other sounds, at the position of the drivers ears, I don't think it would be possible for humans to sit in the cockpit
Yes, it can be very loud, but that recording was bad and not representative of what the driver hears. In any case, I don't want my sims to sound anything like that
Realistic noises of all sorts are fine, as long as it's not overblown in an attempt to make it more "impressive", like some of the hideous clipped audio in Forza Motorsport 4.
After playing Assetto Corsa for hours, I wonder how the physics from PC are compared to AC? In AC you can even feel the weight of the fuel, what is great feeling.
I read a few comments that AC wins when it comes to physics.
This season, 'AC fanboys vs P Cars fanboys' is the new 'GT fanboys vs Forza fanboys'!
This season, 'AC fanboys vs P Cars fanboys' is the new 'GT fanboys vs Forza fanboys'!
This season, 'AC fanboys vs P Cars fanboys' is the new 'GT fanboys vs Forza fanboys'!
I guess it has to be weight transfer as most others have stated. Its not just that you can feel it, but that you can actually use it. A lot of games have weight transfer model, but AC is the first sim I have played that it can be used to your advantage or disadvantage depending on the situation. You can actually set the weight of the car on the corner you want.Probably! But not for me, I will get both of them. But I really liked what I've seen in AC and was wondering how the P cars physics are in comparison.
@fatkrakr
What is the difference? What is better in AC physics?
I guess it has to be weight transfer as most others have stated. Its not just that you can feel it, but that you can actually use it. A lot of games have weight transfer model, but AC is the first sim I have played that it can be used to your advantage or disadvantage depending on the situation. You can actually set the weight of the car on the corner you want.
Plus with Pcars just because you like a car today doesn't mean it will feel the same tomarrow, so it is hard to give a definite opinion on how any car feels, but overall I think AC has by far the best simracing physics out right now. Will have to wait a bit longer before anything definite can be said though.
Pcars in its present state has better physics than GT6, but that to me isn't really a good judge of how good a game is. IMO it doesn't take much to be better than GT.Thanks! As long as PCars does not feel like an Arcade racer, I´m happy with weight transfer problems and stuff. If it has better physics than GT6 I will be pretty happy.
I don't like some of the physics of the apparently close-to-completed road cars. The Caterham R500 as an example is too tail happy and doesn't have enough rear grip.
Yeah it's worse than that. Even down a straight with a bit of steering lock or an undulation in the road surface the rear steps out.
The physics in GT are "good enough" to make for a good racing and an enjoyable game. What I really find lacking is feedback to the wheel. When playing older games like GTR2 on my outdated PC there is much more feedback from the wheel making driving more intuitive. Switch back to GT6 and you have to go through this adjustment period where stuff is happening to the car on the screen but nothing happens to the wheel. Losing traction in the rear end for example and often there is nothing in the wheel, you only know it's happening from visual and aural cues. Understeer is usually the same thing, at least on the G27, whereas in other games it takes some more effort to negotiate a corner and when you understeer you clearly feel the wheel go light.Honestly, I always thought gt6 had relatively good physics... but I've never played any PC sim racers. Soooooo I must be way behind
Try AC, some of the cars in Project CARS, or Game Stock Car Extreme, with a good wheel - you will easily see the difference. They are in another league.Honestly, I always thought gt6 had relatively good physics... but I've never played any PC sim racers. Soooooo I must be way behind
Actually, the ffb in GT6 on a T500 is pretty darn good I think. Sadly it seems other wheels have been down-prioritized though.It certainly looks like a handful in real life as well...good find.👍
The physics in GT are "good enough" to make for a good racing and an enjoyable game. What I really find lacking is feedback to the wheel. When playing older games like GTR2 on my outdated PC there is much more feedback from the wheel making driving more intuitive. Switch back to GT6 and you have to go through this adjustment period where stuff is happening to the car on the screen but nothing happens to the wheel. Losing traction in the rear end for example and often there is nothing in the wheel, you only know it's happening from visual and aural cues. Understeer is usually the same thing, at least on the G27, whereas in other games it takes some more effort to negotiate a corner and when you understeer you clearly feel the wheel go light.
If GT improved it's FFB model it would dramatically improve the game. Even average physics are ok if you can tell what's happening with the car through the wheel.
Honestly, I always thought gt6 had relatively good physics... but I've never played any PC sim racers. Soooooo I must be way behind
It certainly looks like a handful in real life as well...good find.👍
The physics in GT are "good enough" to make for a good racing and an enjoyable game. What I really find lacking is feedback to the wheel. When playing older games like GTR2 on my outdated PC there is much more feedback from the wheel making driving more intuitive. Switch back to GT6 and you have to go through this adjustment period where stuff is happening to the car on the screen but nothing happens to the wheel. Losing traction in the rear end for example and often there is nothing in the wheel, you only know it's happening from visual and aural cues. Understeer is usually the same thing, at least on the G27, whereas in other games it takes some more effort to negotiate a corner and when you understeer you clearly feel the wheel go light.
If GT improved it's FFB model it would dramatically improve the game. Even average physics are ok if you can tell what's happening with the car through the wheel.
Try AC, some of the cars in Project CARS, or Game Stock Car Extreme, with a good wheel - you will easily see the difference. They are in another league.
Or the demo for Live for Speed. Given that it's free and runs great on 10-year-old computers, there's no excuse not to try it.