I wasn't indicating that they don't read surface temps, I was indicating that atm it averages surface temps in a similar way that core temps are averaged and so has the same problems in how you read them
Just FYI, there's a work around for the MX5 opaque windows. You only need change it in replay settings so you can still drive in low settings (better FPS) if you wish.
That's exactly what the Beta felt like, you could feel the grip, could feel a spin coming and knew how to fix it. It was brilliant to get the car balanced nicely and have it neutral, now with the NTM I'm back to drifting the cars around the track.
Yep , the beta tyre model feels better then the NTM.
The NTM is not bad at all but its still missing something. its more close to the OTM then to the beta one (imo)
The only crap thing now i have is when i drive on Suzuka the game is stuttering when someone connect.:irked:
The FPS on Suzuka is now ok (about 80 for me)
A car weighing over 1250kg, and it's supposed to rotate around at less than 20mph with no throttle applied? That's something you see on spreadsheet cars like rFactor, not on what is supposed to be a live tire model (on the Ford GT that is).
Didn't you get the memo? It's cool to bash any iRacing replay right now because they didn't live up to their hype.
In your vernacular:
step 1) Acquire heavy, mid engine car with much torque and drive-train mass
step 2) Max throttle clutch drop at high lock
step 3) Abruptly let off the throttle once rears are lit up at full RPM, and the car has begun to rotate on molten rubber already.
step 4) Be surprised at facing the other way.
Step 5) ???
Step 6) Profit
I guess I should upload a video of the FZ50 doing the exact same thing so we can take stabs at it and call it spreadsheet etc.
its called inertia
there may be someting a tiny bit wrong in that it rotates maybe a smidgen too much but theres nothing fundamentally wrong with the behaviour
Incredible how many so called simracers can be C class, or B class racing the star mazda. I just completed my first race there in like 10 tries after being hit by people that are far worst than the ones in LFS public servers... And I don't know why iRacing decides to drop my safety rating abruptly when I'm hit from behind
Since when is less than 45 degrees of steering input high lock?
"Molten Rubber". Something that doesn't exist in iRacing. You can do a burnout for 5 minutes before anything happens, and that comes with relatively no tire heat in the process.
Be surprised? I'm not because it didn't happen. I tried the FZR (why would I do a road car comparison with a race car???) and guess what? It didn't happen! Car regains grip almost instantly. Nice try though, can't believe I actually got worried and tried the FZR thing. You got me on my toes atleast.
EDIT: Shotglass, they have changed the inertia on cars so many times in iRacing is it remarkable. Sadly a car going under 20mph initially shouldn't have enough inertia to rotate that much.
I know right, we sim-racers are a binary bunch aren't we?
Quite a lot if his wheel isn't set to 1:1, which according to the thread it isn't...
Yes but we're not talking about that, we're talking about that video that doesn't show the problems in iRacing
I thought the weight of the FZ50 would be closer than with the FZR but I didn't check before I said that. I assume you meant to say FZ50 of course (). I think you're just saying you tried it so I'll have to try it too now.
But with that silly logic "dohnuts" should be impossible because the situation in that video is not about the forward speed of the car.
Got one sitting next to me. Doesn't do any good. Steering input is in the video. That proves it all there. But I guess you and BBT think that 45 degree steering rotation is the same thing as full lock.
I was meaning due to the steering input of the wheel, there isn't enough acceleration to the left in order for the car to rotate as much as it did. Better?
That video is a pretty bad example, but it's just showing the no low speed grip iRacing has.
That's all I'm saying, the video is not an example at all of the low speed problems. First, if the rear is totally lit up like it was (wheels turning at 60 MPH or so FFS) it wouldn't even take much lock to bring it around. But the user had his wheel set at 360 so 45 rotation is a lot more than 45 in sim unless I misunderstand, which is possible - but even if it really is only 45, which I doubt, it just doesn't matter.
I'd have to check but TBH I think it goes further than that - not sure by how much though.
Matters what your wheel rotation is (aka mine moves all 900 degrees). They actually fixed that.
The steering ratio in the Ford GT is another thing wrong with it. Supposedly if you set it in between 450 and 540, it makes the steering less sensitive. At 900 it is ridiculously twitchy. Not sure how that makes sense but whatever. So him having less than 900 means it is actually less sensitive therefore the 45 degree steering input still plays a role.
Take a peek at my LFS replay if you haven't already. Also do you have iR, Ford GT, and Mid Ohio? If so, I have the best two replays to show you.
Thats correct most people are forcing a higher steering ratio (say 12:1) instead of getting comforatble with the real cars steering ratio of 8:1 which imo isn't rediculously twitchy and is in fact an appropriate ratio for the car.
I use 10:1 and sometimes 8:1 on the V8SC as well, I have no idea why people like 12:1 and 14:1 so much
The other thing a see a lot of fast sets are running very hard rear stiffness and ultra soft front stiffness in combination with a tight diff which when put in the hands of someone learning the car or track is just LOL
Phil, yes I have those items so I could see your replays.
I didn't know that about the iRacing steering setup, I thought it worked like in LFS so that pisses me off - LFS has it the best where it works out to the car's ratio no matter what if you set it properly (though it still needs the 900 degree option...)
Again, I know iR has problems - but that video that Shot picked out did NOT show them. I notice you didn't comment on the video of a real FGT doing the same thing
I am not an oval racer at all but I suspect higher ratios are more appropriate on an oval by their nature.
The other thing is that we don't know is that in iRacing they have replicated the steering ratio but have they replicated the power steering characteristics? They did adjust it last patch in iRacing, but it may be too linear where in the real car the power steering might be more progressive? Either way I don't have a dramatic difference in how much I turn the wheel compared to the video, a little yes but not light years away.
I don't disagree but those sets aren't helpful for people just trying the car unless they are very accomplished drivers used to similar handling cars already.
A better balanced set is far easier to handle in the slow stuff and is a better starting point for the average driver. For me the extreme ARB sets do yield potentialy better lap times but I prefer the rear and front roll stiffness to be more balanced (default sets often go to the other extreme) and use other setup peramaters to achieve the results rather than rely on ARB too much. That way I get a car that feels very good and can still do decent lap times, although I'd never endanger any records
It does work like LFS if you leave it at 900 and calibrate it as instructed by iRacing, the thing is that many are having an issue with the 8:1 steering ratio and are forcing iRacing calibration to recognise higher steering ratios by not following iRacing procedure in calibrating their wheel!