New PC racing sim - Assetto Corsa
Discussion
Mr Whippy said:
Hehe, nice video there
Is that your channel, or just your video?
Thanks. That's a video that a keen Assetto Corsa gamer made, so he's driving on the left and I'm on the right. He took my video (without permission!) from my You Tube channel here: https://www.youtube.com/user/RobManser77/videosIs that your channel, or just your video?
Mr Whippy said:
I can see what you mean about sensations you're not reacting to as the wheel input is a lot more steady. I suppose in real life there are bumps that the AC version won't have in there (do they really run a super high def surface, or just a fairly high density 'drive on' render mesh?)
Also there will be lots of slight grip variations too.
Super high frequency stuff that isn't even modelled, like oscillations and vibrations that may impact grip on this kinda car. We know for instance that drive-line wind-up and engine mount energy re-release isn't present, so on-limit throttle balancing situations may feel a bit more 'clean' than they could be in reality.
That all makes sense. I can't remember when in a session the video was taken, but the 2-Eleven needs a fair bit of correction if driven hard, and the back end gets a bit loose as the tyres dip off slightly at higher temperatures.Also there will be lots of slight grip variations too.
Super high frequency stuff that isn't even modelled, like oscillations and vibrations that may impact grip on this kinda car. We know for instance that drive-line wind-up and engine mount energy re-release isn't present, so on-limit throttle balancing situations may feel a bit more 'clean' than they could be in reality.
Mr Whippy said:
Ie, how much roll does the car get at X input at Y lateral g steady state.
Then you can be sure the tyre grips are perfect, weight transfers etc. With the race cars I guess they have a lot of this from the specific racing teams which is reassuring!
Gosh, that's quite a basic thing - I'd hope they've got that right? If you want to test it then it's discussed here and figures are given for the Evora and Elise (discussion starts about 2m30s): https://www.youtube.com/watch?v=hDFFDIMwOu8Then you can be sure the tyre grips are perfect, weight transfers etc. With the race cars I guess they have a lot of this from the specific racing teams which is reassuring!
Mr Whippy said:
For some reason I'm working on a slicks/wings car at the moment (early days for now) even though I don't like driving them haha. I wanted to make it for AC too. From what I can tell no one else has made one for any game or sim yet, so see if you can guess what it might be
When I get to a point of refining physics I might have to pester you for some input given your track experience in something similar ish!
Cheers
Dave
Sure, anytime.When I get to a point of refining physics I might have to pester you for some input given your track experience in something similar ish!
Cheers
Dave
Edited by RobM77 on Tuesday 25th November 20:08
RobM77 said:
Gosh, that's quite a basic thing - I'd hope they've got that right?
I'm sure they have, but it's a circular thing too.If something in the physics isn't right, ie, tyre load sensitivity, or some other non-measurable characteristic like tyre squish or tyre lateral deflection adjusting total weight transfer, which also varies based on weight transfer itself, and thus impacts total roll and weight transfer again, it's all just a big mess of trying to find the optimal values.
So say the lean angle is correct at 1g, but it's too high at 0.5g, then you're gonna struggle making the change for 0.5g without impacting the result at 1g too.
This could be as simple as tyre deflection adding some more to the roll, but then changing tyre rates might impact other variables too.
Needless to say that eventually you end up tweaking these coefficient or rationalised values a lot to get the results you desire, even though you may have piles of absolute empirical data at hand to get things correct. Ie, suspension rates, pickup points for suspension, arb rates, etc.
I still come back around to the idea that in the end, how a car drives and feels in a game/sim is down to the guy tweaking magic coefficients. You can throw all the 'real' data at it that you like, but you can still make big changes to characteristics using realistic tyre value tweaking.
Hmmmm
Dave
Sounds very nice - https://www.youtube.com/watch?v=BZ8NiphPGqM#t=284
will have to try it out this weekend.
will have to try it out this weekend.
Yep that sounds pretty good.
Maybe the track needs to do some more effects though, no real sense of reverb in among those trees or up against hard barriers etc. Hopefully these are just more final touches to add to really let those sounds feel grounded inside the track environment a bit more!
Also I liked the sun spot specular filter, a nice flare effect gave it a bit more apparent realism from the track camera. I'm not sure if it'll look right from 'eye' view... maybe they have different filters which will be nice!
The only thing that stood out to me was the last-gen grass and trees. They looked very static and boring. No sway or anything.
Dave
Maybe the track needs to do some more effects though, no real sense of reverb in among those trees or up against hard barriers etc. Hopefully these are just more final touches to add to really let those sounds feel grounded inside the track environment a bit more!
Also I liked the sun spot specular filter, a nice flare effect gave it a bit more apparent realism from the track camera. I'm not sure if it'll look right from 'eye' view... maybe they have different filters which will be nice!
The only thing that stood out to me was the last-gen grass and trees. They looked very static and boring. No sway or anything.
Dave
Yeah, but if they're not going to model accurate grass and tree sway based on historically measured air pressure levels from the actual circuits, I'm going to st all over this game online and not play it.
Ever.
That'll give those FRAUD developers something to think about.
Ever.
That'll give those FRAUD developers something to think about.
Edited by HewManHeMan on Saturday 29th November 10:08
HewManHeMan said:
Yeah, but if they're not going to model accurate grass and tree sway based on historically measured air pressure levels from the actual circuits, I'm going to st all over this game online and not play it.
Ever.
That'll give those FRAUD developers something to think about.
Ever.
That'll give those FRAUD developers something to think about.
I think if you want that, pCARS is what you're looking for
But procedural grass and imposter style trees have been in everything from Shift 2, to Grid 2, to all manner of other racing sims both new and relatively old.
This stuff isn't fantasy feature sets, it's already well worn in PC and console racing releases.
Even GT5 had wafty grass and vegetation etc, it adds a huge amount to the realism in these replays!
Dave
GrumpyTwig said:
Found my new favourite car, Lotus Evora GTC.
Sticks like glue and the sound from the engine on overrun is childish but amusing
That and the GX are the two GT cars that don't send me to sleep.Sticks like glue and the sound from the engine on overrun is childish but amusing
I'm sure I'd love any of the GT3s in real life but, in a sim where 75% of the sensation of driving is lost, they are just dull.
It's why I'll always enjoy going back to rF2 or RBR - they might not be as accurate a simulation but they provide more feedback and are more involving to drive. Like the street cars in AC, which is pretty much all I drive.
To be honest, I'm driving on an Xbox gamepad so feedback is pretty limited. But even then unlike rF2 and rF1 where I used the same the controller setup was more difficult in AC and still feels a little gimped.
I'm still fiddling with the speed sensitivity as getting it wrong means you can't turn in properly at speed.
Certainly in AC I find catching slides much more difficult if not impossible with the controller. You can control a slight amount of slip of the rear with some steering input and a controlled throttle but beyond a certain angle that you might quite easily catch with a wheel there's no chance.
Both the rFactor games seemed to have a slightly more intelligent controller input logic.
I'm still fiddling with the speed sensitivity as getting it wrong means you can't turn in properly at speed.
Certainly in AC I find catching slides much more difficult if not impossible with the controller. You can control a slight amount of slip of the rear with some steering input and a controlled throttle but beyond a certain angle that you might quite easily catch with a wheel there's no chance.
Both the rFactor games seemed to have a slightly more intelligent controller input logic.
Edited by GrumpyTwig on Sunday 30th November 15:53
Had a bit of a hiatus from this to play Far Cry, and really enjoying coming back to it.
I had a bit of an epiphany today - doing my sort of benchmark run around Vallelunga Club in the 500, it dawned on me that I'm habitually turning in too late. Voila, -0.6 sec off a 1m 02s best time.
Now only 2.6 secs left to find for the record
I had a bit of an epiphany today - doing my sort of benchmark run around Vallelunga Club in the 500, it dawned on me that I'm habitually turning in too late. Voila, -0.6 sec off a 1m 02s best time.
Now only 2.6 secs left to find for the record
After buying a G27 in the Amazon sale and getting used to it, I decided to stick my TV on the desk and give it a go. It's so much better, than just a 27" monitor... Even if the res is pretty low in comparison. Imo it fair makes up for not having space for multiple monitors the way it fills your vision. Just shame I can't leave it there.
Has anyone found any resolution issues recently? Nothing (to my knowledge) has changed on my PC yet when I run AC in 1080 (and others) the screen loads black and the menus are all misaligned (the graphic is centred but the actual icon is set far left - hover the mouse over far left and the corresponding icon (located centre) will highlight)
The game is running, as the sound effects are there.
Annoying to say the least.
The game is running, as the sound effects are there.
Annoying to say the least.
HewManHeMan said:
Has anyone found any resolution issues recently? Nothing (to my knowledge) has changed on my PC yet when I run AC in 1080 (and others) the screen loads black and the menus are all misaligned (the graphic is centred but the actual icon is set far left - hover the mouse over far left and the corresponding icon (located centre) will highlight)
The game is running, as the sound effects are there.
Annoying to say the least.
Run the Verify game in the steam options, or failing that delete the local game content and reinstall. Might take a while though, games saves are always saved, any mods installed should remain.The game is running, as the sound effects are there.
Annoying to say the least.
Some new sounds for a few cars - http://www.virtualr.net/fonsecker-sound-mods-asset...
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