Hi there.
First of all thanks for the patch and great work. Definitly a step towards the right direction (realism).
Love how the F1 car is done, eventhough I don't like OW as much as "real" cars *g*
I love street cars. The small ones that are driven on demo servers. And there I can compare to the real world, because I am driving mine sometimes to the limit. But I didn't drive a F1 car yet.
The problem with tyres which still remains is the longitudinal behaviour as written in your progress report.
The way tyres behave under acceleration and braking. Its simply still wrong.
The FWD car on street tyres (GTI) accelerates best when pushing the petal to the metal. With hard spinning wheels it still manages a 7.13 and ace in training. You don't need any feeling whereas IRL you have to be careful with the throttle in a FWD car, if you wanna go off fast.
Same goes for braking. Locked wheels may be damaged while braking, but they still provide the shortest braking way, which is again wrong.
And because everything is calculated the same way, the ingame physics way, cornering behaviour can't be true this way, because longitudinal behaviour is also important for cornering. The correct grip behaviour of spinning or locked wheels is important for everything.
The RWD cars are better now, but still FZ50 without TC or RA are much more dangerous and difficult to drive than comparable cars in RL (like Porsche e.g.)
I also noticed, that it is very hard to get your car drifting by suddenly take away throttle. You can go fast in a corner and than full throttle, no throttle, full throttle. The car won't begin to drift because of the transfer of weight. If it really starts to drift, then because its a RWD car and got to much power full throttle on the rear wheels and make them spin. Not because weight was transfered away from the back. So its very hard to do that with a fwd car.
(EDIT: this may be the result of setup and is perhabs no fault of wrong physics)
In my oppinion rFactor still is more believable in the result of simulating street cars. No matter how they do it and even if they just readout data and don't calculate anything.
I really hope that tyre physics isn't supposed to be finished for a while. I hope there will be further improvements in the next patch regarding spinning and locked longitudinal behaviour.
This would also make starts and braking much more interessting. At the moment starts with street cars are boring because of this problem and because there is no free start at all.
And braking wrong with locked wheels isn't punished as hard as it should be (in RL you would slide off course ...)
Have fun with the new patch all
RIP
First of all thanks for the patch and great work. Definitly a step towards the right direction (realism).
Love how the F1 car is done, eventhough I don't like OW as much as "real" cars *g*
I love street cars. The small ones that are driven on demo servers. And there I can compare to the real world, because I am driving mine sometimes to the limit. But I didn't drive a F1 car yet.
The problem with tyres which still remains is the longitudinal behaviour as written in your progress report.
The way tyres behave under acceleration and braking. Its simply still wrong.
The FWD car on street tyres (GTI) accelerates best when pushing the petal to the metal. With hard spinning wheels it still manages a 7.13 and ace in training. You don't need any feeling whereas IRL you have to be careful with the throttle in a FWD car, if you wanna go off fast.
Same goes for braking. Locked wheels may be damaged while braking, but they still provide the shortest braking way, which is again wrong.
And because everything is calculated the same way, the ingame physics way, cornering behaviour can't be true this way, because longitudinal behaviour is also important for cornering. The correct grip behaviour of spinning or locked wheels is important for everything.
The RWD cars are better now, but still FZ50 without TC or RA are much more dangerous and difficult to drive than comparable cars in RL (like Porsche e.g.)
I also noticed, that it is very hard to get your car drifting by suddenly take away throttle. You can go fast in a corner and than full throttle, no throttle, full throttle. The car won't begin to drift because of the transfer of weight. If it really starts to drift, then because its a RWD car and got to much power full throttle on the rear wheels and make them spin. Not because weight was transfered away from the back. So its very hard to do that with a fwd car.
(EDIT: this may be the result of setup and is perhabs no fault of wrong physics)
In my oppinion rFactor still is more believable in the result of simulating street cars. No matter how they do it and even if they just readout data and don't calculate anything.
I really hope that tyre physics isn't supposed to be finished for a while. I hope there will be further improvements in the next patch regarding spinning and locked longitudinal behaviour.
This would also make starts and braking much more interessting. At the moment starts with street cars are boring because of this problem and because there is no free start at all.
And braking wrong with locked wheels isn't punished as hard as it should be (in RL you would slide off course ...)
Have fun with the new patch all
RIP