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MrDeap

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11 New Car Smell

Gaming Setup

  • Platforms
    Steam
  • Peripherals
    Steering Wheel
  • Steering Wheel
    G25

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  1. What change the oversteer & understeer is the alignment->camber/toe setting in a nutshell. Different contact patch during suspension compression. The more contact patch you get, the more traction. If either the front or the back has superior traction, it will lead to understeer or oversteer. The general rule for the spring/damper is to have a predictable behavior using the weight of the car vs the ground, because if the car vibrate too long, there's less vertical load. While car is vibrating, it reduce grip during that space time. You just need to respect the ratio of rate based on weight distribution. What's confusing is as soon as you change the rate & damper, it also change how far the spring compress. When the spring is fully compressed the toe/camber value change. Neutral vs compressed will read different camber & toe value due to the suspension geometry design. That's why it's better to adjust the alignment, because very often the spring/damper is within spec(balanced, thus less vibration). Example... you have an econobox fully stock & you turn hard.... The car will roll a bit & just understeer. Now you put some slick on the econobox. You turn hard... what will happen? Well it will roll a lot more. It has more grip now. Because of the suspension geometry limit under compression, you get less contact patch while cornering hard, thus you ain't using the whole power of the tire. the fix.. You stiffer spring, so it roll close to stock. Grat you get more contact patch... Same with downforce. if you put more downforce, the car will grip more & it will makes the car roll more, so you need to adjust for those change. It can also change the stock ratio/weight distribution out of whack, so you might consider adjusting the spring those chance to promote stability.
  2. I'm not supporting esport if they mistreat real athlete over a videogame. Sure he hired a simracer to use arcade technique to win effortless.. but that's not a good reason to end a whole career over a game.
  3. No really, they are still young & very healthy. You can't like just put them in a videogame cockpit & force them to play for hours without break. It's not healthy. If the fan feel offended they do not take videogame seriously, I'm actually more ashamed of the fans.
  4. Sim community defamation? Not only they're misleading new comer to racing games, Codemaster F1 series is no different to actual reputable simracing game. People act like you can't drift or go sideway with a F1 car, because you can't in those reputable simulators. https://www.formula1.com/en/video/2019/5/QUALIFYING__Bottas_slides_his_way_around_the_hairpin.html Someone need to step up & make an arcade tactical & technique guide for virtual racing. It would be 100% esport ready & compatible for arcade/simulators racing games. Arcade or sim being a different entity is a fallacy. Those hardware scam vendors need to stop living under a rock. Instead of selling fake dream, just share that it only provide superior immersion rather than realism.
  5. You're still young. You have time to make professional research about eye straining on shaky screen effect in videogame.
  6. Do you have proof from actual medical research that shaky screen effect is bad for your eyes?
  7. I mean special cases who claim you should only play inside the car & use a realistic field of view. A role-playing game is a game in which the participants assume the roles of characters and collaboratively create stories. Participants determine the actions of their characters based on their characterisation, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games. They assume because in real life you can't see outside the car, it's not okay to learn the track outside the car view. According to the special cases, you can't stroll "walk in a leisurely way" around & learn the track. I'm sharing to you that you can do whatever you want & the game allow you to do stuff that you can't do in the real world & use it as a feature to optimize your own performance. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games.
  8. Study the track in 3rd person, before going to your favorite view. It's about smart practice. If you struggle on a specific corner, you watch a replay & see the possibility you may have did wrong in many different camera angle. There's are player who promote role playing, but videogames offer dream feature you can't do in real life. That's the point of using a simulator.
  9. MrDeap

    Codemasters sim or Arcade?

    How realistic is a videogame is not an important factor in the difference of an arcade game & a simulator. A simulator is a tool to help you as a use in the real world. It offer mod so you can use it as a tool to memorize track layout or different cars with your own specification. It help to find safer braking point while offering how it kind of feel like in order for preparation for crash prevention. Laptime is meaningless & skill don't quite transfer well in the real world in term of performance. Regardless how realistic the game physic is... Esport conquest is about using arcade technique & insert magic number to win effortless... Thus, if it's not used for real life usage it's arcade, cause it has no simulation value at that point. It's probably the reason why the genre need another name, because using sim to relate the genre is misleading.
  10. What I mean is you brake at 100 & when it start to give up, you have to find the threshold. In some games depending how it is programmed, it's impossible to give better result than with ABS as the inside front tire will tend to lock up & lose some of the front vertical load. In a nutshell... when you brake hard, you have to reach a certain amount of vertical load on the front tire before using the steering to rotate the car. If you don't implement this method... all you get is understeer. It result slower entry speed & make the nose not correctly pointed for the exit phase. The general rule is you use the front to hold the cornering during the whole entry phase. So any acceleration of some sort using the accelerator pedal before the apex point, result a massive lost in cornering speed. The whole point is to make the car rotate, while gripping, enough so you can floor it for the exit phase. You may have heard about early on power, but the true meaning is "late on/off throttle control". It's either you start to accelerate smoothly at the apex or on/off a bit later. You can experiment yourself & you will hardly see much difference in result between both method.
  11. The answer is a no. You have to floor the brake pedal at 100% & ease up until threshold. Also Trail braking is reversed in videogame, because no lift off oversteer. You can't even trailbrake to drift in many games, so that's something you have to experiment in order to win effortless. You have to turn the steering before releasing the brake pressure(at the treshold, completely floored with ABS) in order to make the car rotate. Once you ease use the brake, you repeat the procedure & make it look like trail braking. Most people think you have to be in sync or release the brake pressure before turning the steering, but it doesn't work like that in games.
  12. MrDeap

    F1 2019 , Questions how to be quick on a wheel

    Use the steering to trail brake & don't control the rotation of the car with the brake pedal(videogame trail braking). Basically you turn the steering, before releasing brake pressure, to simulate the car rotation. You have to turn the steering, before releasing the brake pressure at the turn in(without abs, you hold at the threshold, turn the steering before easing of the brake). In order to make the rotation work, carrying more speed allow more "front vertical load & actually increase front traction" with hard braking. It increase entry speed & also make the car actually point for exit at the apex for better acceleration. Remember the statement above that you need to "steer in" in order to make the car rotate. Early on power(aka late on/off throttle control). Always make sure you use the accelerator pedal after the apex as much as possible to avoid stopping the rotation of the car during the whole entry phase for maximum efficiency. Bounce the deceleration at the apex. Basically you target the most G force on the deceleration side the physic allow you to do, when you are at the apex. You definitely don't want it straight centered at the apex. Watch a lot of videogame telemetry & avoid real driving content. 😉
  13. MrDeap

    Codemasters sim or Arcade?

    Reputable Simracing titles core engine is flawed & it's all about the supreme ability to drive wrong. When you steer over the limit, the car keep cornering when in real life, the car just plow straight. I bet it's related in how the rear end slip angle interact too quick to the steering input & it's impossible to trail brake properly. If you google "Comparing and improving steering forces in a race car and race simulator to increase simulator fidelity", according to the data... the car corner so much faster in chicanes in the sim. In kunos games I compared the G meter while taking a chicane & I noticed that the G force switched much faster while changing direction than the real thing. Even when drifting, you don't even need to input much steering when pulling the handbrake to start the turn in. Understeer happen the traction is inferior in the front than the back, but if the rear end also corner the front will more likely to understeer using correct tire data, because the back end is turning with the front too early.
  14. MrDeap

    So Dirt 5 is next gen but not F1 2020

    The technical jargon is about the same for this gen console & the nextgen consoles. Only processing power is better. The footage is rendered via engine, so you won't get all that fidelity in the picture quality. Although the difference in the end product will be minimal as usual. It will look more or less the same as GRID 2019 for the average joe.
  15. MrDeap

    Codemasters sim or Arcade?

    Arcade physic is when the car can actually go sideway & you can control the slide. Has lift off oversteer generally. Simulation physic is about assist being mandatory, insert magic number to make the car faster & all the car understeer. The car understeer so much that you are required to bomb dive with the brake & make the car rotate from the front with the steering in order to trailbrake. The best simulation is about the ability to win effortless with on/off throttle control(aka early on power, meaning accelerate late with on/off switch).
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