Jump to content

MrDeap

Members
  • Content Count

    593
  • Joined

  • Last visited

Everything posted by MrDeap

  1. MrDeap

    Game assists. OP?

    The assist being faster is a simracing trend. Arcade genre never had them in the past, while simulator had those since it existed. Here a random example: GRID 2 that is know to be above than arcade, ? assist in that game. GRID Autosport that is highly praised by simracers. Use assist in that game Older game Ridge Racer series, no assist except... You have the simulation version that is R: Racing Evolution... guess what... It has assist available in it Mario Kart... No assist... Project Gotham Racing, no assist available in it Forza Motorsport, have assist option Arcade Initial D Arcade Stage series, no assist option Wangan Maximum Tune, no assist Ferrari F355 challenge, have assist as option(the only sim & the only with assist) Battle Gear series, no assist as option Daytona USA, no assist as option
  2. MrDeap

    DIRT rally 2.0 is'nt a simulator !

    Simulation is a joke. Always use console as an excuse. All those insert sim title, you hardly drive by feel.. you mostly insert magic number & you proceed to drive wrong. Racing in simracing is kind of dumb, unless you want to explore the engineering side of racing. it simulate everything very well, except driving.
  3. MrDeap

    Project cars 3.

    Where did you get your source, it's Codemasters decision? I live under a rock apparently based on many simracing source...
  4. This is from my experience, Arcade: may not always have assist as option traction control makes your car massively slower during acceleration, if available Going sideway may not automatically makes your cornering slower Do not always feature setup You can trailbrake into drift more slip angle car rotate from the center of the weight distribution You have to accelerate before or at the apex for pro laptime in most of the cases You drive by feel Broken technique & setup is required to pro laptime Cars have unrealistic specification First timer can do a lap & don't suffer too much Feature Lift off oversteer Online collision is disastrous & bounce hard Enjoyable to watch Simulator: You have to wait until all 4 tires need to past the apex in order to use the throttle to make pro laptime Assist makes you faster or equal Having assist as an option is mandatory You can't trailbrake into drift Drifting must be massively slower No such thing as slip angle Car rotate from the front You don't drive by feel Broken technique & setup is required for pro laptime Cars have realistic specification First timer only get understeer Feature lift off understeer online collision hardly makes you car move, unless the person is desyncing hard Boring to watch
  5. Simulator mean a tool for real life usage. So depending how you use the game(exemple: esport conquest), it can be arcade. If you talk about physic, well as long as it kind of represent how it kind of feel like; track layout, braking point, cornering speed & lap time being kind of close to the real thing... well yeah it's a simulator in a way.
  6. MrDeap

    Project cars 3.

    Simracing are in fact just game. You basically just study the track layout & braking point. Trail braking is basically arcade in those & not quite a good representation in how you should. Also the type of racing line you should take is not the fastest way you do in the sim than what you would do in real life. What's great in a simulator is it reduce greatly reduce the learning curve, but it also suck, because you don't actually play with the car. Going for top time in that genre is kind of stupid in a nutshell, especially with certain types of cars. You can play being the engineer, but it's not documented by the community. It's definitely fun, but there's always that barrier of people taking it too far that you shouldn't learn it. Adding specific target & reward is the way to go in my honest opinion. I approve SMS direction.
  7. I personally think that shaking screen effect is actually very beneficial rather than harmful to the eyes. It trains the eye & brain to track objects easier. Here's a video that kind of relate with actual data & research Trains your brain & eye in moderation for maximum simulation value.
  8. 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 to get an even natural frequency for the front & back. 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. The suspension geometry has a limit under compression, you get less contact patch while cornering hard, thus you ain't using the whole power of the super grippy tire. The fix.., you stiffer spring, so it roll close to stock. Grat you get more contact patch & makes the car faster effortless... 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 & make it out of whack, so you might consider adjusting the spring to promote stability.
  9. 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.
  10. You're still young. You have time to make professional research about eye straining on shaky screen effect in videogame.
  11. Do you have proof from actual medical research that shaky screen effect is bad for your eyes?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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. 😉
  18. 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.
  19. 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.
  20. 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).
  21. MrDeap

    Codemasters sim or Arcade?

    Real people, not the "chevy real" people are willing to learn videogame physic. It's a different type of racecraft & can be respected appropriately.
  22. MrDeap

    Codemasters sim or Arcade?

    Real people with FIA license play videogame in 3rd person. Simcade all the way & more esport ready. All the technical & overbloated simulation jargon should be thrown in the garbage. Videogame is a completely different entity. Everyone like to watch fighting game tournament & it's nothing like real fighting. Same goes for fps games. Sure you want a specific realism, but don't overbloat where it's not needed.
  23. MrDeap

    Codemasters sim or Arcade?

    Whatever related to simulation of what it is perceived or how it is performed or shared is not a sport. So you'll less likely to see it in an official sport game. If you have any question in relation to be more specific, it was so harsh that it got moderated.
  24. MrDeap

    Codemasters sim or Arcade?

    Those are the bad habits https://racer.com/2020/04/02/esports-bringing-fun-and-frustration-for-indycar-drivers/ “I remember my first sim test this year; I spent the first three hours just trying to get the tire model right before we did any testing,” he added. “That’s the level of realism you’re dealing with. Then you start on something like this with iRacing, that is a real game, where you need to learn the tricks to cheat it. It’s interesting, but also uninteresting to me. “It’s like driving a version of the real thing, but it’s more of an impression than anything real, and it’s nothing like the actual sims we use. This is a bunch of drivers training to be their best at iRacing, really, instead of it being IndyCar drivers using their experience to carry over and go right to the front in sim racing. Two completely different worlds. I’d say this is fun, but only as long as I go in approaching it as something fun to do.” My main issue with simracing is people try so hard to hide the bad habits & it end up not documented. Because of that... it's uncompetitive. Basically you approach a racing game to not have a fair race & that's why advertised racing simulator suck.
×