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Everything posted by ManicKodo

  1. Thank you! It's very hard to say for me, what the main issue is. I think a good place to start off is looking at the sheer difficulty of simulating the physics of a given rally stage. The suspension is heavy duty and extremely active, there are random elements all about the road surface, the car needs to be able to handle tarmac and gravel, temperatures from icy cold to blazing hot, tires that are super thick and skinny but tough enough to withstand the rocky surfaces, day and night stages, long endurance weekends, AND having a codriver throwing constant pace notes into your ear? Oh, and you f
  2. I've been doing a lot of work with ACC lately (truly impressive and unbelievable game!) and it makes the differences in physics very apparent. It is very obvious how much more detailed the handling is, the effects of aero, how much more unsettling bumps and kerbs can be, and what laser scanned tracks bring to the table. I really like the effects of understeer, how it is achieved, and how to resolve it - it makes sense the way you would want it to. I think DR2.0 lacks this kind of fidelity. Then again, the GT3 cars are a completely different beast and setup, but it's really about the details -
  3. I hope it comes soon! I don't think I'm going to do any comparisons with DR1, I just don't have that much interest as everything seems to be focused on DR2.0 and beyond. Currently learning to play AC with controller to get a feel for their tarmac physics, very different experience!
  4. Appreciate all your questions! They are all very good ones. 1. To clarify, Segers did not come up with this model, just that he talks about it in his book. I try to demonstrate that with the data and the visual thing with the heli-cam and BayouRally's comments which are spot on, imo. 2. Y'know, I'm not entirely sure about that one. It's a good theory if it is related to the simple mass point model. For me, I was looking mainly at the data for the aero differences, not so much the actual visuals. The immersion/visual thing is a whole other bag of problems related to control theory, of
  5. TL;DR No, tarmac physics is not just gravel physics with more grip. It's more complicated than that. Yes, there is always room to make tarmac and car physics more realistic. Any sim game does. If you have trouble with tarmac handling, check the car setup if it is the same as monte carlo and Germany. Adjust brake bias and pressure so you aren't locking up the front wheels. Reduce diff lock strength. As a last resort or for testing purposes, turn on ABS and traction control to understand where the car's limits are. “A rally stage is nothing but a series of near c
  6. Ha, CM already builds their own driving simulators I think they're already way ahead of what I'm doing here 😅 I hope that I can find something actionable for your every day driver though. Data is fun and all, but being able to find just that one easy driving tip that anyone can immediately apply to their driving is really what I want to strive for. I think this stuff is really interesting and worth talking about, but might be more for the hardcore racers out there.
  7. (Credit goes to Jorge Segers book, “Analysis Techniques For Racecar Data Acquisition” for most of the theory here) “I hate RWDs because they oversteer so much.” “I can’t seem to tune out the understeer in this car!” “The car won’t turn in, and then it oversteers :(“ When it comes to car preferences in DR2.0, much is made of the vehicle’s balance, or its tendency to oversteer or understeer. The driver might tweak setup, or pick a different car, or buckle down and drive through the problems. So is there a way we can track these changes, or even better, measure the amount of o
  8. Been a while since my last post! Been doing a lot of exciting things with analysis, picked up a book on racecar data analysis, so slowly learning new ways to measure performance and how to use them in DR2.0. Very cool stuff, and all of it applicable to any kind of racing. It's giving me a lot of ideas for posts, but trying to be mindful of the time available to me and actually using this in-game for testing purposes. So earlier I had posted about the traction circle, and tracking visually differences in grip. Using som data gating, we can actually divide this circle up into parts so we ca
  9. Welp, Greece finally did me in. Sustained a puncture two stages before service, thought I could ride out the puncture to the finish line, only for the wheel to pop and causing terminal damage. I didn't think you could get that from one puncture! In any case, RIP my championship hopes and dreams
  10. Yep, I do believe this to be the case in real life. I don't have a source readily available to me, but I think it has to do with where you run your slip angle can affect the temperature that it runs at. So for a given tire that can run more grip between 6-10 degrees of slip, you can get the same grip at 6-7 degrees as you can at 9-10 degrees, but the latter will wear your tires out much faster. BUT, I need to check my sources when I get a chance Ok! Found the source: so temperatures will increase as you go past peak grip, while still getting the most out of the tire. Not t
  11. Yeah, I like the idea of a limited set of fresh tires. I also think it would be interesting if the developers played around with the degradation curves, so that they aren't just linear. Softs would have the sharpest curves, while medium and hard would respectively have shallower curves. You could even tie wear to degrees of slip (not exactly sure how that is calculated in the physics engine), but I don't think it needs to be too complicated to introduce enough variation to start being an important part of tire selection. You don't even have to calculate it in real time necessarily. That w
  12. I believe this as well, it's my opinion that data needs to support what is happening in-game, not just relying on data points for everything. That said, I will say that my in-game experience, before I even decided to test this, coincides with what I see in the data - tire degradation has a significant impact on the car's abilities and the driver has to compensate for it. I could also go into the delta Ts and speed traces to demonstrate this point as well, but the important thing is writing down impressions of your driving experience FIRST, and then see if the data can clue you in to what is ha
  13. I think it's also kind of silly those complaints, since the livery is on a rally4 car, so it's technically not even the R2 😅. It looks so good on the R5, thank you for making it!
  14. Thank you! Indeed, I'm trying to think of other ways to do it (within the time constraints I have) but I'll just show this graph, which plots soft, medium, and hard tires on the fiesta mk2 on Spain tarmac: https://i.imgur.com/i1woGoI.png So judging off my other graph that looks at soft tire degradation after 50km, driving on softs after that distance is about the equivalent of driving on hard tires. Performance is very noticeably bad in-game. While I have not tested the degen of medium tires, even if degradation was half of soft tires, you would be operating in about the same grip level.
  15. It's a good question, though in my every day DR2.0 driving I always go with 0 front toe and in rare cares do I use any rear toe (damn you, Porsche). To me, I'd rather just change steering sensitivity if I'm being honest. I tell myself this is ok because I consider it like adjusting the steering rate on a rack and pinion steering column so just another way to tune.
  16. (I just realized you guys were talking only about real life tires, oops! In any case, I'm going to leave this up in case anyone interested in the game's simulation of tires. If anything, you can use it to compare real life applications if you want) Ok! Finally got around to doing this post. First thing is, I'll be using RDA and motec to help illustrate what the grip changes look like. I'll be using a G-G diagram, which simply plots long G and lat G on a graph. In other words, it is the friction circle if you are familiar with that concept. TL;DR, any time you try to get out of this c
  17. I've been actually looking at this using data recently and I'll post some of my results (and fancy data!) when I get the chance.
  18. A fun feature I think would be to have basic and advanced pace notes. As we know, the current pace note system is quite basic compared to what you get in WRC. I think there's a place for basic calls, but having advanced calls would be a great addition to those who would like more details in their pace notes. Plus, I want to learn what modern rally drivers use these days!
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