artola74 escribió:Habeis probado rfactor 2 o live for speed, madre mia lo que le queda a project cars por dios. ( menos circuitos y graficos) lo que pasa en algunas chicanes como la ultima de spa es una verguenza. Ni feedback ni ostias se va no se sabe porque. El juego va mal muy mal, simulador? Joder ya pueden mejorar y los graficos y circuitos otro dia. Muy mal de sensaciones
Ghalhajad escribió:artola74 escribió:Habeis probado rfactor 2 o live for speed, madre mia lo que le queda a project cars por dios. ( menos circuitos y graficos) lo que pasa en algunas chicanes como la ultima de spa es una verguenza. Ni feedback ni ostias se va no se sabe porque. El juego va mal muy mal, simulador? Joder ya pueden mejorar y los graficos y circuitos otro dia. Muy mal de sensaciones
Esto ya se ha discutido muchas veces...... las comparaciones ahora no se pueden hacer, cuando el Pcars este en el mercado y sea un producto terminado (o beta) entonces si se podrá comparar mientras tanto..... ver el avance
Gomezosky escribió:artola74 escribió:Habeis probado rfactor 2 o live for speed, madre mia lo que le queda a project cars por dios. ( menos circuitos y graficos) lo que pasa en algunas chicanes como la ultima de spa es una verguenza. Ni feedback ni ostias se va no se sabe porque. El juego va mal muy mal, simulador? Joder ya pueden mejorar y los graficos y circuitos otro dia. Muy mal de sensaciones
Creo que te equivocas, no en la apreciacion que estoy contigo, en lo jugable este es peor que los dos que has nombrado pero creo que el juego esta enfocado hacia otro publico. Solo que sea medio simulador, casi simulador o los terminos que se te ocurran creo que ya cumple. El juego es un espectaculo grafico, salvaje, brutal, flipante, es un deleite para la vista, con que sea mas o menos jugable ya lo tienes. Por mucho que se llenen la boca con lo de simulacion, creo que los tiros van por otro sitio y sinceramente al menos para mi ya esta bien asi. Ya tengo Iracing para lo otro, este sera distinto y lo usaras para otras cosas sin la enorme presion y exigencia que produce Iracing.
Seguro que le das a Richard Burns, cada curva, cada metro, cada pequeño bache es una prueba para tu habilidad, pues tienes WRC3 para hacer el bestia con los amigotes y tomarte los tramos un poco de aquella manera.
Son juegos distintos enfocados para situaciones distintas o asi lo creo yo.
Drak64 escribió:Yo estaba esperando a ver si se acababa o no para actualizarme
Acabo de hacer mi locura mensual espero no arrepentirme....
Que opináis de lo que he pillado... ¿rulara bien el pcars?
- Placas Base Intel Socket 1155 - Gigabyte GA-Z68AP-D3 - GA-Z68AP-D3
- Procesadores Intel Socket 1155 - Intel Core I7-3770 3.4Ghz Box Socket 1155
- Torres ATX - NOX Coolbay SX Devil USB 3.0 - Coolbay-SX-Devil$
- Memorias DDR3 1333 - G.Skill Ares DDR3 1333 PC3-10666 16GB 2x8GB CL9
- Pasta Térmica - Arctic Silver 5 3.5gr - Arctic Silver 5 3.5gr$
La gráfica que tengo es GeForce GTX 550 Ti hasta el mes que viene como poco no le toca.
Drak64 escribió:Drak64 escribió:Yo estaba esperando a ver si se acababa o no para actualizarme
Acabo de hacer mi locura mensual espero no arrepentirme....
Que opináis de lo que he pillado... ¿rulara bien el pcars?
- Placas Base Intel Socket 1155 - Gigabyte GA-Z68AP-D3 - GA-Z68AP-D3
- Procesadores Intel Socket 1155 - Intel Core I7-3770 3.4Ghz Box Socket 1155
- Torres ATX - NOX Coolbay SX Devil USB 3.0 - Coolbay-SX-Devil$
- Memorias DDR3 1333 - G.Skill Ares DDR3 1333 PC3-10666 16GB 2x8GB CL9
- Pasta Térmica - Arctic Silver 5 3.5gr - Arctic Silver 5 3.5gr$
La gráfica que tengo es GeForce GTX 550 Ti hasta el mes que viene como poco no le toca.
Pues ya esta..... (hoy día de reyes me cito yo mismo jaja...)
Una gozada, no se engancha online el pCARS ni lo mas mínimo como antes me pasaba
así me quedo http://youtu.be/V0jUIv4tYTU
Aritz [otro] escribió:Parece que Ben Collins ha vuelto definitivamente!
A mí me parece un poco pelota su prueba y comentario, pero en fin, él sabrá más que yo sobre coches:
Had a great weekend driving the Lotus 98T Renault Turbo !
The graphics take you back to the 80's and i should have known this car would be a blinder - a fitting tribute to Ayrton Senna who made this machine dance like no other.
Well.. This car is awesome!! It is unique in so many ways and for me the most fun to drive, the most forgiving and the most rewarding.
Bologna / Imola
Graphics
I love the driver position right on top of the wheel. Crucially the screen rotates ever so slightly when the car BEGINS to slide and that really helps the drivability. There’s also a sense of dive on the brakes and turn in.
Turn In
This car really goes where you point it. I can put it all the way over the kerbs and actually feel it squirm at the rear to let me know it’s on the limit – ‘don’t push your luck’!
Braking
It stops beautifully but the fantastic thing with this Lotus is the way it punishes you if you squeeze a fraction too hard at the end of the braking zone. Very accurately, once the downforce has bled off and the tyre no longer has that support, this car starts to lock a front and / or a rear tyre. It’s magic.
And the best part is that these slides are recoverable. When a rear tyre snatches you can pulse the brakes, and the tyre responds immediately. This means you can really push the car.
Transition
The transition from grip to sliding in this car is superb.
It allows gradual on power slides: Entering the skid is quite gradual and with some help from steering feedback it would be extremely life like
It also allows off power slides when you overcook it on corner entry with too much brake (locking the rears) or just too fast. The great thing with the Lotus is that you end up very sideways, eating up the track until the speed rubs off and then back under control. Bang on.
Mid corner
The real life steering lets this car get placed wherever you like – it has really good mid corner grip and feel
Traction / corner exit
I pick up a little of the sim’s understeer on the exit of the last two corners at Imola
Most of the time the car is beautifully balanced and you can squeeze the throttle with a sense of the car gradually reacting to your input.
Overall
Just superb. The way the Lotus 98T darts around feels aggressive, and just like the real thing.
PS Ryan Caines did a sweet job to manage a 1min 18 second lap around Bologna in the Renault – would love to see the video. Smoking laptime dude!
metalgear escribió:para hablar de detalles tecnicos a nivel de hardware, ir a su subforo correspondiente, no desvies el tema.
Drak64 escribió:metalgear escribió:para hablar de detalles tecnicos a nivel de hardware, ir a su subforo correspondiente, no desvies el tema.
Vaya tenia que tocarme a mi......
Con la de posts que he visto muy parecidos si no iguales.
En fin, razón no te falta pero se podían haber movido en lugar de borrarlos.
brunelesky32 escribió:hablamos de sensaciones......... que al final es lo que importa
chemary_gtrspain escribió:Lo mismo digo Dume .
Pero me parece que las fisicas estaran a la altura de sus graficos.
No seria de recibo el que no metieran caña en las fisicas .
Hay que pensar que sus competidores estan vigilando los pasos que dan ... y el tema de las fisicas es uno de los mas importantes , por lo menos para los usuarios del PC .
Txebi23 escribió:Buenos dias a todos. Saliendo un poco del tema de las fisicas. Esta disponible desde hace unos meses el oculus rift con el sdk. Estoy caliente y lo quiero coger. Alguien sabe si ahora mismo, si lo conectara al pc, funcionaria, aunq no fuese de la mejor manera posible?
En cuanto a pcars, baje el otro dia el rfacto2 para probar y bueno, sera q no tengo configurado el ffb bien, pero no me transmite nada q no me transmita el pcars con el asano x ejemplo. Solo juego con el megane. Abra que esperar para poder comparar, a q saquen un coche del estilo en pcars. El e30 o el evo y ver q tal se comportan.
Txebi23 escribió:Pd: nadie sabe nada sobre el oculus rift??????
Txebi23 escribió:Hay q pagar de la misma forma q el project cars. Lo unico q sin "beneficio"!! Jejejeje
Seguramente tendre mal configurado el volante! Tengo el fanatec y lo noto con poca fuerza y no se q parametros tocar para que la sensacion sea buena como comentais! Como lo tengo, no me transmite eso que leo cuando se dice que si rfactor, q si iracing! Yo soy el q va tener todos los juegos. No me cierro a una cosa. Abra q esperar para ver donde terminamos con nuestro projecto!!!!! Esperemos q muy sadisfechos!!!!
Pd: nadie sabe nada sobre el oculus rift??????
dormilon ZZZZ escribió:Txebi23 escribió:Hay q pagar de la misma forma q el project cars. Lo unico q sin "beneficio"!! Jejejeje
Seguramente tendre mal configurado el volante! Tengo el fanatec y lo noto con poca fuerza y no se q parametros tocar para que la sensacion sea buena como comentais! Como lo tengo, no me transmite eso que leo cuando se dice que si rfactor, q si iracing! Yo soy el q va tener todos los juegos. No me cierro a una cosa. Abra q esperar para ver donde terminamos con nuestro projecto!!!!! Esperemos q muy sadisfechos!!!!
Pd: nadie sabe nada sobre el oculus rift??????
Seguro que tienes mal configurado el volante, tengo el fanatec de mi firma y te recomiendo que configures de nuevo el tuyo por que algo no esta bien
Salu2
Soy Leyenda escribió:El pase de 10€ permite jugar online con amigos?
Had a great weekend driving the Lotus 98T Renault Turbo !
The graphics take you back to the 80's and i should have known this car would be a blinder - a fitting tribute to Ayrton Senna who made this machine dance like no other.
Well.. This car is awesome!! It is unique in so many ways and for me the most fun to drive, the most forgiving and the most rewarding.
Bologna / Imola
Graphics
I love the driver position right on top of the wheel. Crucially the screen rotates ever so slightly when the car BEGINS to slide and that really helps the drivability. There’s also a sense of dive on the brakes and turn in.
Turn In
This car really goes where you point it. I can put it all the way over the kerbs and actually feel it squirm at the rear to let me know it’s on the limit – ‘don’t push your luck’!
Braking
It stops beautifully but the fantastic thing with this Lotus is the way it punishes you if you squeeze a fraction too hard at the end of the braking zone. Very accurately, once the downforce has bled off and the tyre no longer has that support, this car starts to lock a front and / or a rear tyre. It’s magic.
And the best part is that these slides are recoverable. When a rear tyre snatches you can pulse the brakes, and the tyre responds immediately. This means you can really push the car.
Transition
The transition from grip to sliding in this car is superb.
It allows gradual on power slides: Entering the skid is quite gradual and with some help from steering feedback it would be extremely life like
It also allows off power slides when you overcook it on corner entry with too much brake (locking the rears) or just too fast. The great thing with the Lotus is that you end up very sideways, eating up the track until the speed rubs off and then back under control. Bang on.
Mid corner
The real life steering lets this car get placed wherever you like – it has really good mid corner grip and feel
Traction / corner exit
I pick up a little of the sim’s understeer on the exit of the last two corners at Imola
Most of the time the car is beautifully balanced and you can squeeze the throttle with a sense of the car gradually reacting to your input.
Overall
Just superb. The way the Lotus 98T darts around feels aggressive, and just like the real thing.
PS Ryan Caines did a sweet job to manage a 1min 18 second lap around Bologna in the Renault – would love to see the video. Smoking laptime dude!
HI ANDY / CASEY & THE PCARS TEAM
PLEASE EXCUSE MY ABSENCE FOR SO LONG I’VE BEEN BUSY WITH MR BOND LATELY!
I’M NEW TO THE TECHNOLOGY YOU GUYS ARE USING TO CREATE THIS AMAZING SIM SO PLEASE ALSO EXCUSE A LOT OF IGNORANCE ON MY PART REGARDS THE TOOLS YOU HAVE TO PLAY WITH IN DEVELOPING THE CHARACTERISTICS. YOUR ACHIEVEMENTS SO FAR HAVE BEEN SUPERB AND A GREAT EXPERIENCE TO DRIVE.
TO HELP ME CATCH UP I’VE BEEN GOING THROUGH ANDY’S POSTS AND WRITTEN UP MY THOUGHTS IN BOLD. HOPE SOME OF THESE ARE USEFUL – MY SYNOPSIS OF THE ASANO LMP, THE FORMULA A AND THE LOTUS 98T AT THE END.
AT SOME POINT IT WOULD BE GREAT TO UNDERSTAND THE DIFFERENT TYRES BEING USED ON DIFFERENT VEHICLES – HOW THEY WORK AND WHAT THEY ADDRESS. MY GUT FEELING IS THAT SOMETHING VERY ‘SOFT’ MIGHT BE ON THE LOTUS 98T?
The snap oversteer is inherent with a steady state tire model. It underestimates grip during dynamic transition in a corner. GPL had it. rF1 had it. iR OTM has it peek through their patch-ups from time to time. Even nKp used to have it. The dynamic tire models tend to not have it, such as LFS, VGP3, and maybe rF2. Based on comments, it is still very unclear what iR NTM is really doing.
So everybody and their mother using a steady state model has to find ways to patch it up. How I did it with rF1, given that all I had was the parameters they expose in their tbc files, was to exaggerate pneumatic trail....dramatically. Like an order of magnitude dramatically.
I do not recommend we do that, since that has side effects (thick feel and some understeer on turn in)
THE SNAP OVERSTEER IS VERY APPARENT IN THE ASANO LMP. MORE ON THAT AT THE END OF MY REPORT BECAUSE I JUST TOTALLY FELL IN LOVE WITH THE LOTUS 98T. IT IS THE UBER-MACHINE.
A) Stiffening up, as suspected, might fix wandering. But in a moddable sim, we might still want overly-accessible cars to work well (meaning with very soft tires, high optimum slip angles, little drop-off past peak alpha, etc). We also do not want drifting purposed cars to wander down straights.
I WONDER WHAT YOU MEAN BY WANDERING – I NOTICE THE 98T DOES IT SLIGHTLY BUT IT’S SO GOOD THAT’S NOT A COMPLAINT.
B) The steady state liability still exists, even though it may be minimized, and with the soft-tire parameters, it may be easier to judge non-stiffness based fixes. IOW, we have a known dragon lurking, and some high confidence ideas to slay that dragon.
C) Flat or flattening tires. A compromised tire will be soft.
D) As good as possible approximation of a dynamic model. I hope to get the true dynamic model in that I've been working on, eventually, but when that happens we'll still need a steady state approximation for AI, latency hiding, etc (due to CPU budget).
ONE DAY I HOPE TO LEARN WHAT SOME OF THIS MEANS!
Grip changes with load even without what is called "load sensitivity" (bolt on or not), since overall grip is directly related to Fz (load). "Load sensitivity" is the changing of the proportion of perfect grip (Cf * Fz) actually available, and the shifting of optimum slip angle. I do not have the code in front of me (I'm at my day job), but if the graphs are calling GetForce from the tire model directly, then they are probably missing the bolt-on load sensitivity.
INTERESTING POINT WITH LOAD! WITH THE LMP AND FORMULA A I DON’T GET THE SENSE OF THE FRONT OF THE CAR ‘LOCKING IN’ AT HIGHER SPEEDS, ESPECIALLY ON CHANGE OF DIRECTION. WHEN IT GOES INTO U/STEER IT SEEMS TO BE A MASSIVE SKID AND DABBING THE BRAKE / BLEEDING SPEED OFF DOESN’T RECOVER THE SITUATION.
THE SIM IS ALSO ACCUTELY LINE SENSITIVE – WHICH IS A GOOD THING IN MANY WAYS. I NOTICE THIS ESPECIALLY EFFECTS FRONT GRIP AND AGAIN IS VERY PUNISHING WHEN YOU OVERCOOK THE SPEED SLIGHTLY.
EXCEPT WITH THE LOTUS 98T. THAT LITTLE BEAUTY TRIES TO HELP YOU DIG YOURSELF OUT OF TROUBLE.
I also examined more closely what the tires are actually doing to wander, and like I just mentioned, they tend to take off-center 'sets' that cannot be perfectly balanced in all cases, due to the different load balances, etc. I think this is actually somewhat correct, at least qualitatively. Take out a real car or kart with very low tire pressures and see what it does....it can do exactly that. So with Mz in there, and the stiffening of the parameters, I think this particular wandering issue may 'solved' in that we understand it.
To get the kart hop (if it is like a real-life kart hop, which is the outside-rear binding up like a jack hammer) you'll also probably want to mix in some rear axle effect, thereby emulating a little more pants-feel with hands-FFB. The trick there will probably be to avoid diluting the front FFB with rear FFB when things are nominal (not hopping, etc).
KART HOP IS REALISTIC BECAUSE THERE’S NO SUSPENSION IN A KART - WHEN THE KART REALLY GRIPS, AND THEN MOMENTARILY EXCEEDS THE LIMIT OF TRACTION THERE IS A SUDDEN HOP AS THE RUBBER RE-CONFORMS, THE TAIL SKIDS AND THEN RE-GRIPS. THE FORCES ARE STRONG ENOUGH TO CRACK RIBS!
THE REALITY HERE WILL BE SIMULATING THAT AGGRESSIVE LOSS, THEN RECOVERY OR GRIP WHICH IS TAKING PLACE SEVERAL TIMES PER SECOND.
Another issue is the zero torque at zero speed, which is very unlike a real steering wheel we all know pulling out of our driveways. That is of course due to the brush model being out of its range at low speed. (side note: my dynamic model does have resistance at zero speed, naturally just falling out -- just pitching when I can ). We should be able to blend in something at near-zero speed to cover up the low speed issue, very analogous to how we have the grip point model blended in for the behavioral side.
THE STEERING TORQUE IS A FASCINATING ISSUE – IN REALITY THERE IS SO MUCH FEEL THROUGH THE STEERING WHEEL AND I WONDERED IF WE COULD DO MORE TO TAILOR THE FEEDBACK.
AT THE MOMENT THE TUGGING SENSATION WHEN YOU LOCK A WHEEL IS SUPERB WHEN YOU ARE DRIVING WITHIN THE CARS’ OPTIMUM PARAMETERS. COULD WE TRY AND BUILD IN MORE TORQUE AS THE CAR LOADS UP / GAINS GRIP ON TURN IN, AND THROUGH THE APEX, SO YOU CAN FEEL THE POINT AT WHICH YOU TAKE THE MOST GRIP FROM THE FRONT TYRES – THEN THAT TORQUE LESSENING AS YOU PICK UP UNDERSTEER OR OVERSTEER (WHICH HAS A SIMILAR FEELING BECAUSE EVERYTHING SEEMS TO GO LIGHTER AT THAT POINT) ?
THIS WOULD BE A SUPERB WAY FOR THE DRIVER TO INTERACT WITH THE CONSTANTLY CHANGING DYNAMICS OF THE CAR / TYRE THROUGH A CORNER AND ENABLE YOU TO ‘DRIVE THE HELL OUT OF IT’ WITH MORE CONTROL AND FINESSE.
DIFFERENT CARS SUCH AS THE F1, LMP (IE HIGHER DOWNFORCE MODELS) NATURALLY TEND TO EXAGGERATE THIS SENSE OF TORQUE, AND MORE ON A TRACK WITH MORE RUBBER ON THE RACING LINE. WHEN THE CAR “HOOKS UP” ITS WHEN YOU’RE ON THE RIGHT LINE AT THE RIGHT SPEED WITH THE TYRES STRETCHED TO THEIR OPTIMUM.
What I am working on at this moment, today, is the curbs.
Note that these graphs are even at zero slip, so it is not even a model-thing being too insensitive w/o any slip angle. Mz is pretty small in these particular graphs because there is no much pneumatic trail in the case. Through your current FFB, which includes rackForce, which includes mechanical trail in addition to pneumatic trail, we should be feeling substantial curb torque. But we are not. So I suspect the model is not getting the input it should.
WHEN YOU DISCUSS SLIP & SLIP ANGLE ARE YOU REFERRING TO THE RATE OF YAW THE TYRES ARE CAPABLE OF WORKING TO ? OR ACTUALLY THE ANGLE OF THE TYRE RELATIVE TO THE UPRIGHT? I’M NOT SURE I UNDERSTAND HOW YOU’RE USING THIS.
A FEW YEARS BACK I USED TO RACE ON WHAT WAS KNOWN AS CROSS-PLY TYRES AND TYRES WITH SIMILAR CHARACTERISTICS – WHICH BASICALLY MEANT A SOFTER SIDEWALL THAT GRIPPED THE ROAD WITH A GREATER ANGLE OF ATTACK (SLIDE / YAW RATHER THAN SLIP ANGLE) AND WAS ALSO OPEN TO ‘OVERDRIVING’ BECAUSE YOU COULD DRIVE THE CAR VERY SIDEWAYS BUT LOSE LAP TIME IN THE PROCESS.
THE RADIAL TYRES TIGHTENED UP THAT TREND BUT EVEN SO IT’S POSSIBLE TO SLIDE ON THEM AND TO SOME EXTENT THERE’S NEARLY ALWAYS AN ELEMENT OF DRIFT FROM THE BACK END FROM APE THROUGHG EXIT AS THE CAR BALANCES ON POWER. IN MODERN CARS IT’S JUST VERY SUBTLE AND YOU HARDLY NOTICE THE DRIVER PLAYING THE STEERING WHEEL, BUT HE IS.
KERBS
I’VE BEEN SMASHING THE KERBS AT IMOLA AND THE CAR IS REALLY GOOD ON THEM. IN REALITY WHAT YOU TEND TO GET ON SOME OF THEM (LIKE THE LAST 2 CORNERS AT IMOLA) IS AN INCREASE IN FRONT GRIP AS IT PICKS UP THE INSIDE OF THE CAR AND FORCES ADDITIONAL LOAD ONTO THE LOADED FRONT TYRE, AND OFF THE INSIDE REAR. THAT’S WHERE IT WOULD BE NICE TO SEE A LITTLE MORE RESPONSE THROUGH THE APEXES WITH THE REAR SQUIRMING A TOUCH.
ON THE BIGGER KERBS LIKE THE TOP OF THE HILL AT IMOLA, THERE CAN BE A VARIETY OF CONSEQUENCES IF YOU GET GREEDY. THE INSIDE WHEELS GO AIRBORNE, IF TOO MUCH THEN YOU LOSE FORWARD MOMENTUM (SPEED) AND GET BUMPED WIDE – THEN IF YOU TRY AND DIG YOURSELF OUT WITH THE THROTTLE IT WILL USUALLY OVERSTEER. AT THE MOMENT THE PENALTY IS MOSTLY U/STEER.
OH – AND THE LOVELY SOUND OF CARBON AND WOOD GOING BANG, STRAIGHT INTO YOUR SPINE – ALSO WORTH PUTTING SOME KICK THROUGH THE STEERING AS YOU DO FEEL THE KERBS PULLING WHEN YOU RIDE THEM AND YOU HAVE TO MANHANDLE THE STEERING.
CARS Feedback Jan 6 2013
Version 377
Asano LMP
Spa & Imola
Been a while since I took the LMP out. By comparison to the Formula A now it feels a touch behind in terms of feel, though I still enjoy it.
Graphics
I think I was told previously that you could move the driver’s POV further forward in the cockpit – but I’ve forgotten how to do that!
In the standard config the driver is too far back with a bit too much view of the cockpit and not quite enough of track. Compared to the F1 and the 98T I don’t get as much feel of the car diving on the brakes and reckon this would help too.
Turn-In / Mid corner
The main issue in the LMP is turn-in. The modern cars are much more ‘pointy’ on corner entry and you can really push the nose in. The LMP should dart towards the apex more. At the apex it really washes out with too much understeer – some of my comments regards Torque feedback would really help with this but essentially it’s a balance thing.
I tried both ends of the spectrum on setup (super stiff / soft – high / low downforce) to no avail and died countless times on the track. My pride is in ashes..
Traction & sound
Coming out of corners the Rear goes into a slide with too little warning. I find myself listening for any sign of tyre squeal or a shift in yaw (translated through the forward field of vision rotating) to try and detect when the tail will start spinning.
I think sound effects could be helpful but essentially the rate of slide is too fast and in reality the transition from grip (u/steer in the case of LMP) to o/steer is more gradual and controllable.
*NB the Lotus 98T is more gradual – it’s superb. Also there are more visual cues as to when the car is beginning to yaw and you realise you’re on thin ice.
Steering Feedback
Mentioned above but it would really help the LMP especially for the steering to go more heavy to indicate grip, looser for sliding. I think this would also add something in the braking areas.
Braking
When you are right in the zone where the car wants to be in – the braking has a balance to it and you can sense a lock up via the steering feedback. When you’re out of that zone and brake too late / hard – there’s too much front skid.
The Lotus 98 has this magic quality under braking where it throws some snap oversteer at you if you overdo it. This is very realistic, especially at the end of braking when the downforce has come off.
Ideally I think the LMP should benefit from more load / grip when you first hit the brakes, then it becomes possible to lock the front or rear tyres a little and scrabble into the corner.
Formula A
Imola (Bologna)
Graphics
Phenomenal. The clarity of the circuit and the position of the driver is awesome.
Braking
The Formula A is superb on the brakes and very realistically takes the speed off.
Turn In
The rate of turn in the F1 feel more positive in that you can take a bit more of a line over the kerbs than is possible in the LMP. Still I would love to see a much more aggressive turn in from the F1, to the point of possible turn-in oversteer.
Traction
My remains are scattered across the countryside from over enthusiasm on power. Similar to the LMP the transition from grip to death is quite abrupt.
Similar feedbacks in the steering would help, as would sound. At the moment the sound of wheelspin, which I’m sure is real, doesn’t indicate when the car will spin. That seems to be another lateral function in the tyre model and I’ve found it hard to ride the limit.
Engine Power
I’ve been thinking hard about traction and power for the F1. Somerhow I think it would benefit from more acceleration power, especially when you first apply the throttle. By that I mean: is there a way to make the throttle more sensitive and to have more power attached to it so that you have to apply it a bit more gradually?
This would only work if we can add in some compliance in the way the rear tyres break traction but I just feel we are a touch down in terms of punchy acceleration out of corners compared to the real thing.
Lotus 98T Renault Turbo - Bologna
This car is awesome!! It is unique in so many ways and for me the most fun to drive, the most forgiving and the most rewarding.
Graphics
I love the driver position right on top of the wheel. Crucially the screen rotates ever so slightly when the car BEGINS to slide and that really helps the drivability. There’s also a sense of dive on the brakes and turn in.
Turn In
This car really goes where you point it. I can put it all the way over the kerbs and actually feel it squirm at the rear to let me know it’s on the limit – ‘don’t push your luck’!
Braking
It stops beautifully but the fantastic thing with this Lotus is the way it punishes you if you squeeze a fraction too hard at the end of the braking zone. Very accurately, once the downforce has bled off and the tyre no longer has that support, this car starts to lock a front and / or a rear tyre. It’s magic.
And the best part is that these slides are recoverable. When a rear tyre snatches you can pulse the brakes, and the tyre responds immediately. This means you can really push the car.
Transition
The transition from grip to sliding in this car is superb.
It allows gradual on power slides: Entering the skid is quite gradual and with some help from steering feedback it would be extremely life like
It also allows off power slides when you overcook it on corner entry with too much brake (locking the rears) or just too fast. The great thing with the Lotus is that you end up very sideways, eating up the track until the speed rubs off and then back under control. Bang on.
Mid corner
The real life steering lets this car get placed wherever you like – it has really good mid corner grip and feel
Traction / corner exit
I pick up a little of the sim’s understeer on the exit of the last two corners at Imola
Most of the time the car is beautifully balanced and you can squeeze the throttle with a sense of the car gradually reacting to your input.
Overall
Just superb. The way the Lotus 98T darts around feels aggressive, and just like the real thing.
PS Ryan Caines did a sweet job to manage a 1min 18 second lap around Bologna in the Renault – would love to see the video. Smoking laptime dude!
BUG: I noticed that if you take a slightly wide line on the exit at Piratella is flips the car onto its roof – I also noticed my competitors having similar trouble on the start finish straight when they were left of the ideal line.
The simulation is all using physical numbers as best we know them. Yes, all that is important is they are correct relative to each other, and the best way to do that is to use real world values. An F1 car is 600+ ish kg. Gravity is 9.81 m/s^2. PI is 3.14, Etc.
So anything behaviorally "floaty" will tend to not be "too little gravity" or anything like that. It is more likely either perception and informational (FFB, visuals, sound), or dynamic response issues (peak and steady state forces may be correct, but maybe things are too damped getting there). For example, up until quite recently, the tires have been too damped, due to the first pass settings being too high. Casey has been fixing this, so recently a lot of the cars both float less over bumps and kerbs and jump strangely less over kerbs than they have in the past. I notice more bite in the tires with the less damping.
Another example is explicit (such as Euler or RK) integration (which we have in places) can have things get out of control (numerically explode due to error), and often have safety mechanisms (which we have) which can have the opposite effect (unintended damping). Further, implicit (and semi-implicit) integration (such as backwards Euler), which we also have in places, is much more stable numerically, but will tend to over damp due to error. All of this error is related to the frequency (time step) we run at. That is why there was such a significant improvement in feel when we went from 180hz to 600hz. Going to 1200hz or whatever would help even more, although there is diminishing returns in that game. 600hz is a pretty good place to be working from right now.
Bottom line: there is no "wrong" or "arcade" physical model thing going on under the hood on purpose. We are not using light gravity, or cartoon physics, or the like. We are trying to choose the best combination of physically accurate models and subsystems we can given our constraints (hardware specs, engineering resources, available data, etc).
I know, but I was also making that comment to a larger audience...the audience that is still calling this simcade in intent, because "floaty" threads are exactly where evidence is found by some for simcade conclusions. Simcade implies purposely deviating from a best attempt at accurate simulation, to be more accessible, flamboyant, or whatever that sort of game design is targeting. That is not what Project CARS is trying to do at all. Project CARS is targeting being as realistic as possible physics-wise.
It could be suspension as well, but that is less likely, in my opinion, than tires and/or simply FFB (or even Sound Feed Back / SFB ). Currently, the metric for tire sound (amount of squeal) is not yet coming directly from the STM quantities for slip, but is still coming from something more like BTM. So there can be some mismatch for your brain trying to use sound to infer stick. We'll get that sorted eventually too.
Fixed up the suspension animations so this one should see the floating tires no more. Turned out to be a combination of things needed: LODA tires were too small in diameter, animation data needed re-exporting, animations needed a larger range of rebound travel, rear ride height was allowed to go too high, physics needed to limit rebound travel at the correct point. All done now and it appears to be back working as normal.
Asano X4: Made a number of smallish changes while fixing the suspension animations. Ride height limits now fit the model correctly. Adjusted the drivetrain efficiency slightly; it was underestimating losses before. CG height increased based on a simple multi-body model of the car. Testing out stiffer ride springs with softer roll bars. So far I like this last change, and we'll keep it if the majority agrees. New setup will be required.