Jump to content Jump to content
F1 2021 | Online Services Update 11:00AM UK Time | Expected to last no longer than 2 hours ×

V2 Physics Discussion


griev0r

Recommended Posts

SkyRex said:
AphDburn said:
You'd be surprised at what stops damage models, historically, even if it's not the case here, damage models have always had to be severely restricted for licensed cars.
That's easily one of the dumbest things I've ever heard. 

edit: you're not dumb the fact that its restricted is dumb. 
It's true, an example is Project Cars, most cars can lose parts like bumpers and doors, But all Mercedes have a restricted model so no Doors or any other damage can be made to the passenger-cell of the car. Not even spoilers come off only bumpers. All because Merc said it should be that way if you want the licence
And licensing manager from another company have already stated that atleast they have NO limitations what goes to the car damage until there are no dead bodies or blood. It's just very much work and not much reward because the point of racing is not to wreck your car.

I don't know how it really is but for me it sounds like some devs wants to use old rumour as an excuse to stop all the whining.. :)
Link to post
Share on other sites
ramPage16 said:
I agree with function9, AphDburn(Aphelion), and Gheed. The V2 cars corner and slide well on dirt/gravel and that feels nice. The cars do feel more intuitive to drive. My issue is that the car feels much lighter than before. It's like I'm driving a tin can and every bump has a huge effect on the car. Whatever change was made, it's as if the cars' masses were lowered, or gravity was turned down or something. This is hugely apparent when you look at this video I've made. The v2 change was drastic. V2 also has made cars faster than they were previously due to less resistance I suppose.

totally agree!  on gravel physics are  much better but the car feels too light, even the smallest  stone  or touch makes the car fly!!!!

Link to post
Share on other sites
In the end, Codemasters is developing a grower title. If we have an objetive look behind, the game is just getting better and better.

I wonder what are we getting when this reaches the 1.X... I´m quite sure it will be awesome (its awesome already...)
Link to post
Share on other sites
Just drove the Sierra on a snowy Monte for the first time since V2 and it felt really good. Imo you really feel the difference from muddy snow, ice to tarmac. I really felt I had to be real careful on the snowy parts.
Link to post
Share on other sites
bogani said:
Just drove the Sierra on a snowy Monte for the first time since V2 and it felt really good. Imo you really feel the difference from muddy snow, ice to tarmac. I really felt I had to be real careful on the snowy parts.
Indeed, you need to be careful more than ever before. It slides much more...its normal, its snow and ice!
Even the 4x4 cars are harder to operate at Monte now
Link to post
Share on other sites
@AphDburn
Got around to playing with the Fiesta some more, yes, there is no problem getting that car to pitch based on brake/throttle. It doesn't seem to be the case with the Focus, Impreza 2001, or the Mk2. These are just a few I've run through the stage with, none of them react the same as the Fiesta does to throttle and brake inputs as far as jumps are concerned.





Link to post
Share on other sites
Also,
http://i.imgur.com/ojJyfgi.jpg
When the suspension is extended, like when jumping, shouldn't the wheels have positive camber because of the suspension sagging?
http://i.ytimg.com/vi/8aAsnAYU2yQ/maxresdefault.jpg
http://www.eventgotravel.com/wp-content/uploads/Latvala-Qualifying-kyn-chung.jpg
http://image1.redbull.com/rbcom/010/2013-06-14/1331596768642_2/0010/1/1500/1000/2/wrc-rally-finland.JPG
I've noticed on pretty much all the cars I've tried in the game, none of the suspension behaves like it the 3 photos above.



Link to post
Share on other sites
function9 said:
@AphDburn
Got around to playing with the Fiesta some more, yes, there is no problem getting that car to pitch based on brake/throttle. It doesn't seem to be the case with the Focus, Impreza 2001, or the Mk2. These are just a few I've run through the stage with, none of them react the same as the Fiesta does to throttle and brake inputs as far as jumps are concerned.





For some reason I thought you made those original videos with the fiesta. That's why I posted a fiesta video.. my mistake :neutral: 

Just tried it with the focus and yeah that is really weird, it doesn't really react to the weight transfer at all. 
Link to post
Share on other sites
function9 said:
Also,
http://i.imgur.com/ojJyfgi.jpg
When the suspension is extended, like when jumping, shouldn't the wheels have positive camber because of the suspension sagging?
http://i.ytimg.com/vi/8aAsnAYU2yQ/maxresdefault.jpg
http://www.eventgotravel.com/wp-content/uploads/Latvala-Qualifying-kyn-chung.jpg
http://image1.redbull.com/rbcom/010/2013-06-14/1331596768642_2/0010/1/1500/1000/2/wrc-rally-finland.JPG
I've noticed on pretty much all the cars I've tried in the game, none of the suspension behaves like it the 3 photos above.



Now i'm wondering if there's any camber change simulated at all :S
I'm going to make some tests soon...
Link to post
Share on other sites
function9 said:
Also,
http://i.imgur.com/ojJyfgi.jpg
When the suspension is extended, like when jumping, shouldn't the wheels have positive camber because of the suspension sagging?
http://i.ytimg.com/vi/8aAsnAYU2yQ/maxresdefault.jpg
http://www.eventgotravel.com/wp-content/uploads/Latvala-Qualifying-kyn-chung.jpg
http://image1.redbull.com/rbcom/010/2013-06-14/1331596768642_2/0010/1/1500/1000/2/wrc-rally-finland.JPG
I've noticed on pretty much all the cars I've tried in the game, none of the suspension behaves like it the 3 photos above.



Its true, but to be honest there are "a couple" of important things to focus on :)

but I hope this can be done, coz in titles like Dirt 2/3 the suspensions on buggys and baja tricks got that geometry on air (I think...)
Link to post
Share on other sites
I think the FFB is as important as the physics & presently, its wrong.  
Im using a 70's RWD in a custom championship, and on tar, the FFB does nothing to communicate whats going on with the car at all, it just resists your inputs and corrections, which is annoying & wrong.  In reality, a RWD car with half decent suspension geometry will almost pull the steering into opposite lock when oversteering, requiring minimal inputs to either catch a slide or turn in more.  But the best way to go fast in the game currently, is turn the FFB way down and play 'guess the slide' while trying to predict the balance of the car.  :(
Link to post
Share on other sites
KevM said:
I think the FFB is as important as the physics & presently, its wrong.  
Im using a 70's RWD in a custom championship, and on tar, the FFB does nothing to communicate whats going on with the car at all, it just resists your inputs and corrections, which is annoying & wrong.  In reality, a RWD car with half decent suspension geometry will almost pull the steering into opposite lock when oversteering, requiring minimal inputs to either catch a slide or turn in more.  But the best way to go fast in the game currently, is turn the FFB way down and play 'guess the slide' while trying to predict the balance of the car.  :(
I dont know whats your actual FFB setup, but I can feel how the wheel turns naturally in oversteer conditions. 
What DR lacks (at least with my config) is the force that returns to center the steering wheel. I must force it in 40% in profiler...
Link to post
Share on other sites
KevM said:
I think the FFB is as important as the physics & presently, its wrong.  
Im using a 70's RWD in a custom championship, and on tar, the FFB does nothing to communicate whats going on with the car at all, it just resists your inputs and corrections, which is annoying & wrong.  In reality, a RWD car with half decent suspension geometry will almost pull the steering into opposite lock when oversteering, requiring minimal inputs to either catch a slide or turn in more.  But the best way to go fast in the game currently, is turn the FFB way down and play 'guess the slide' while trying to predict the balance of the car.  :(
Ouch. It sounds like it might as well be a called a slow but precise controller at that point. I use a gamepad analog stick to play and that is how it feels, but at least you can go back and forth quickly with a nubbly little stick, even if it lacks precision. 
Link to post
Share on other sites
OzoreXS said:
KevM said:
I think the FFB is as important as the physics & presently, its wrong.  
Im using a 70's RWD in a custom championship, and on tar, the FFB does nothing to communicate whats going on with the car at all, it just resists your inputs and corrections, which is annoying & wrong.  In reality, a RWD car with half decent suspension geometry will almost pull the steering into opposite lock when oversteering, requiring minimal inputs to either catch a slide or turn in more.  But the best way to go fast in the game currently, is turn the FFB way down and play 'guess the slide' while trying to predict the balance of the car.  :(
I dont know whats your actual FFB setup, but I can feel how the wheel turns naturally in oversteer conditions. 
What DR lacks (at least with my config) is the force that returns to center the steering wheel. I must force it in 40% in profiler...
The wheel should only ever self-centre when driving on a straight.  If you are sliding or drifting, a real car will  pull the steering to opposite lock or self-correction.  Watch an incar drift video, they are letting the wheel freely feed itself when changing direction.  Though it might be well beond the Ego engine to simulate that FFB.  Assetto Corsa seem to have it right but Iv never played it!
Link to post
Share on other sites
KevM said:
OzoreXS said:
KevM said:
I think the FFB is as important as the physics & presently, its wrong.  
Im using a 70's RWD in a custom championship, and on tar, the FFB does nothing to communicate whats going on with the car at all, it just resists your inputs and corrections, which is annoying & wrong.  In reality, a RWD car with half decent suspension geometry will almost pull the steering into opposite lock when oversteering, requiring minimal inputs to either catch a slide or turn in more.  But the best way to go fast in the game currently, is turn the FFB way down and play 'guess the slide' while trying to predict the balance of the car.  :(
I dont know whats your actual FFB setup, but I can feel how the wheel turns naturally in oversteer conditions. 
What DR lacks (at least with my config) is the force that returns to center the steering wheel. I must force it in 40% in profiler...
The wheel should only ever self-centre when driving on a straight.  If you are sliding or drifting, a real car will  pull the steering to opposite lock or self-correction.  Watch an incar drift video, they are letting the wheel freely feed itself when changing direction.  Though it might be well beond the Ego engine to simulate that FFB.  Assetto Corsa seem to have it right but Iv never played it!
Yeah, yeah I understand what you mean. Wheel counters OK on oversteering in my case... what do not work properly is , in expample, exiting from a hairpin: when you face the straight and accelerate, steering wheel should autocenter due to the longitudinal tyre force. And It do not do this unless I set some autocentering force in the driver.
Link to post
Share on other sites
I actually set my wheel up the same as you suggested @OzoreXS, for a DFGT, and agree that somethings diluting the effect, but it works well when you amplify it in the FFB settings.  I'm now at the suggested 107 in the profiler & 150% SAT, which I am happy with for the Escort!  Good job!

It may turn out to be awful for other cars but I can tinker about with it
Link to post
Share on other sites
KevM said:
I actually set my wheel up the same as you suggested @OzoreXS, for a DFGT, and agree that somethings diluting the effect, but it works well when you amplify it in the FFB settings.  I'm now at the suggested 107 in the profiler & 150% SAT, which I am happy with for the Escort!  Good job!

It may turn out to be awful for other cars but I can tinker about with it
Do you get oscillations? Like if you give your wheel a nudge even on straight it starts to go from side to side like crazy. 


Link to post
Share on other sites
Not at all, but I still feel that the SAT in a rear wheel drive car isn't strong enough when 'tail-out', relative to the required input torque.  It works nice when I have my force bumped up in the Logi profiler, but the force you need to steer becomes too great to react quickly enough.  I will keep experimenting though
Link to post
Share on other sites
I've been working on a custom FFB file for a while,
I'm trying some things here, like using the "center steering" function to give the wheel a bit more of static friction and to help the SAT to have a more natural transition
Also, the suspension feedback now is way more "direct" now with the values i used
If you're up for some beta testing, it's here
http://www.mediafire.com/download/5gai13262ay5v7n/effectsetup_v2.xml

In game settings i use everything at 100%, but the suspension at 85%
The strength may be too strong or too weak for some wheels, so it may be better to start with everything at 50%, then ramp up as you need/prefer
Link to post
Share on other sites
KevM said:
I actually set my wheel up the same as you suggested @OzoreXS, for a DFGT, and agree that somethings diluting the effect, but it works well when you amplify it in the FFB settings.  I'm now at the suggested 107 in the profiler & 150% SAT, which I am happy with for the Escort!  Good job!

It may turn out to be awful for other cars but I can tinker about with it
Do you have centering on from profiler? And if so, how many percents? Because without it i have crazy oscillations happening when having over 100 % SAT with FFB effects from profiler being 107%. 

Even with more moderate settings than those it oscillates without centering :neutral: 

I have DFGT
Link to post
Share on other sites

I've been working on a custom FFB file for a while,
I'm trying some things here, like using the "center steering" function to give the wheel a bit more of static friction and to help the SAT to have a more natural transition
Also, the suspension feedback now is way more "direct" now with the values i used
If you're up for some beta testing, it's here
http://www.mediafire.com/download/5gai13262ay5v7n/effectsetup_v2.xml

In game settings i use everything at 100%, but the suspension at 85%
The strength may be too strong or too weak for some wheels, so it may be better to start with everything at 50%, then ramp up as you need/prefer
Thanks! I will test these. Can i ask what wheel do you use? 
Link to post
Share on other sites
I have 100% effects strength & zero centre spring/damping and it unchecked.  900 degrees

I don't get oscillations, but the wheel rumbled a lot on gravel stages as it was just transmitting the road surface, so I have reduced the wheel and tyre friction to 10%, & suspension to around 50% from memory and tyre slip down to 10% too (id need to double check later when home).

It seems to work well.  SAT can be reduced to 125% for personal preference, depends how much effort you want to put into steering :)

Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...