Assetto Corsa EVO (early access)

  • Keskustelun aloittaja Keskustelun aloittaja mshine
  • Aloitettu Aloitettu
Tuota maailman parasta rataa on kyllä tullu ootettua siitä asti kun ostin pelin. Pääsee taas kiroamaan kun muuten menny hyvin kierros ja jossain loppuvaiheessa jysäyttää ulos :)
 
Mistäköhän tähän löytäisi toimivat asetukset FFB:hen T300RS-ratille? Kokeilin jo tuolta:


Mutta ongelmana tunnottomuus edelleen. Ylläolevalta sivustolta löyty aikanaan säädöt joilla sain ACC:n jo hyväksi, vaan AC EVOa ei saa wörkkimään. On nimittäin ihan mahdotonta yrittää ajaa edes yhtä kierrosta tosissaan kun ei tule rattiin mitään infoo renkailta tarpeeksi ajoissa. Suuret pidon menetykset jotenkin tuntuvat rattiin, mutta silloinhan kierros pilalla jo, kun joutuu reippaammin korjaamaan.

Vähän sama tunne oli AMS2:kin kanssa V1.6:n jälkeen, kunnes säädin low force boost- arvoa suuremmaksi, jonka jälkeen tuntuma parani. Tietäisi mitä slideria lähtisi säätämään, peli kun muutoin tuntuisi hyvältä. Liekö kukaan muu enää ajaa tätä Thursmasterilla?:hmm:
 
Mitä? Kyllä itselle ihan riittävästi tulee tietoa RS300...Jos ei riitä niin pitäiskö siirtyä suoraan 8+Nm DD-ratteihin?
 
Mitä? Kyllä itselle ihan riittävästi tulee tietoa RS300...Jos ei riitä niin pitäiskö siirtyä suoraan 8+Nm DD-ratteihin?
Jotain tämän tasoista vastausta osasinki jo odottaa:lol:

Mutta totta puhuen löysin muutaman tunnin jälkeen joitakin vaihtoehtoja in-game-asetuksiin ja näemmä Thrustmasterilläkin on hyötyä laittaa lisää true force gain, jonka säädin 100, sen jälkeen alko tulla selvästi enenmmän palautetta jo siitä kun olet pidon rajalla, eli kun takapyörät meinaa jo lukkiutua sen tuntee nyt paremmin rattiin, jne. Seuraavaksi voisi ehkä alkaa perehtyä autokohtaisiin säätöihin, harmi kun tasauspyörästönlukkoa ei voi säätää kuin tietyssä ikkunassa, kun nytkin kaipaisin vähän löysempää coast-asetusta Ferrari F2004:een.
 
Pikku hiljaa alkaa päästä tässäkin jyvälle miten saa enempi irti autosta:

Tämän sisällön näkemiseksi tarvitsemme suostumuksesi kolmannen osapuolen evästeiden hyväksymiseen.
Lisätietoja löydät evästesivultamme.

Linkki: https://youtu.be/BmYCNQhmWIY


Edelleen tulee pahojakin virheitä kierrokseen, mutta toisaalta enää pari sekkaa siitä mihin esim. AMS2:ssa pääsi V10:llä joka kylläkin ilman TC:tä. Ajoltaan toi tuntuu etäsesti samalta kuin AMS2:n V10Gen2 (joka 2001 kauden auto), mutta TC saa olla pari naksua voimakkaamalla, tässä tuo tuntuu toimivan niin päin että myös heikommalla asetuksella (2-4) ottaa heti alussa vastaan, mutta antaa kiihdytyksen lopussa taas sutia, kun yleensä muissa simuissa antaa tietyn verran lipsua ennen kun alkaa "leikata" tehoa pois. Nythän tohon on jo muutaman ajotunnin jälkeen tottunut, niin osaa luottaa luistonestoon vaikkakin eri tavalla verrattuna LMU/AMS2/Rennsport. Mikä lie tavoite/kuumana ihanteellinen rengaspaine ajon aikana tolla F2004:lla? Lähinnä pohtinu onko lähtöpaineena (kylmänä) 23psi liian vähän hotlappaamiseen? Default taisi olla 23.8.
 
Vähän varmistellen viimeinen sektori, lähinnä Rivazzan entry, mutta pääsin silti jonkinlaiseen omaan kierrosaika tavotteeseen:

Tämän sisällön näkemiseksi tarvitsemme suostumuksesi kolmannen osapuolen evästeiden hyväksymiseen.
Lisätietoja löydät evästesivultamme.

Linkki: https://youtu.be/9hQ-vfry2PE


Aika lailla tasan sekunti siitä mihin AMS2:ssa pääsin, joten kaipa ton sekunnin voi ottaa pataan, kun kuitenkin kyseessä vaikeempi simu:hmm: Täähän rankasee ihan helkkaristi pienestäkin perän lipsumisesta, vaikkei tunnukaan äkkiä pahasti vauhti hidastuvan, sanoo delta toista:facepalm: Jos joku muu ihmettelee tämän F2004 auton säätöjä, niin toi down force menee tällä hetkellä väärin päin, mitä suurempi arvo sen huonommin on downforcea ja toisin päin. Huomasin tuon ihan käytännössä kun pito alkoi suurella arvolla vaan heiketä nopeissa mutkissa:lol: Hyvät kuskit näkyy aika helposti menevän 1:!9 ja allekin, mutta ihan sinne ei omat ranteet vielä veny.

PS. Kunos saisi korjata ton alasvaihtoihin liittyvän bugin, koska varsinkin 1-vaihteelle mennessä automaattinen blip ei toimi ja pyrkii siksi lukittamaan takapyörät.
 
ac_evo_f2004_imola_top5.jpg
Vielä sekunti pois niin oltaisiin jo ihan kärjen tuntumassa...:lol:

Otin tosiaan kokeiluun ton Track Titanin, jonka avulla voi ladata oman kierroksen tonne leaderboardille, tällä hetkellä kun pelissä itsessään ei sellasta vielä ole.

Tämän sisällön näkemiseksi tarvitsemme suostumuksesi kolmannen osapuolen evästeiden hyväksymiseen.
Lisätietoja löydät evästesivultamme.

Linkki: https://youtu.be/_RfT9B_TxZc


Sain tosiaan melkein puol sekkaa pois aiemmasta omasta parhaasta, kun säädin tietosesti vähemmän down forcea, auto oli kyllä vähän lipevämpi nopeissa mutkissa, mutta toisaalta vauhtia tuli niin paljon lisää että ehjällä ajolla delta meni helposti vihreelle:) Jännä vaan kun pelin oma kierrosaikakello näytti eri aikaa mitä toi Track Titanin nauhoittama kierrosaika oli, bugi vai jokin muu syy?

Sadekeliä testasin vähän, mutta ilmesesti vielä siltä osin fysiikat rikki, koska tuntuu ajokelvottomalta auto, miten tahansa sääti jarrubalanssia ja tasauspyörästöä.
 
NEW CARS:

- BMW M8 Competition Coupe (F92)

- BMW M3 CSL (E46)

- Ferrari Daytona SP3

- Ferrari F40 LM

- Ferrari SF-25

- Peugeot 205 T16

- Renault 5 GT Turbo

- Toyota Supra Turbo RZ (MK IV) + tuned variant

- Mini Cooper S (MK VI) + tuned variant

- Porsche 718 Cayman GT4 RS

NEW TRACKS:

- Nürburgring (5 layouts)

- Oulton Park (2 layouts)

- Road Atlanta

- Monza

MULTIPLAYER

- support for chat widget and server commands

- additions and fixes in MP functions (autorestart, BOP, server list filter)

- fixed servers ending up in zombie state after long-term idling

- large number of fixes and additions to support the Daily Racing portal

GRAPHICS:

- carpaint material revision across the board

- improved post-processing

- fix for dash display texture colour space errors

- fix for certain material types

- reduced menu thumbnails memory footprint

- Mazda MX5 Cup visual updates to properly represent ND1 and ND2 variants

- Porsche GT4 Clubsport MR minor visual updates

- Lamborghini Huracán ST EVO2 minor visual updates

- BMW M3 E30 minor visual updates

- added more OEM accessories for the Honda S2000

- updated dash displays for the Audi RS 3 and RS 6 and Lamborghini Huracán STO

- fixed steering wheel visibility in external driving cams

- improved tyre shading: sheen layer that fades off after a couple of corners, improved tyre wear texture

- added support for flexing and vibrating vehicle parts, such as wings, safety nets - initial implementation on racing cars

- added moving damaged parts on all content

- added visual backfires

- added unique driver assets for F1 cars, for all liveries

AUDIO:

- improved throttle timing and auto cutoff to enhance V-Tec kick effects

- audio: new scraping sounds and raindrop sounds (when the car is stationary)

- improved turbo hiss sound in general

- audio: turbo pitch is now related to boost and rpm

- developed new drivetrain model to improve the feeling of the simulation of the transmission wobbling

- improved management of backfires

- improved generic turbo hiss sounds, removed high pitched sounds

- new transmission soundsets management, depending on the car drivetrain scheme

- Honda NSX: improved V-Tec crossover sound with pure samples

- Honda S2000: improved quality of engine interior sound samples and new engine exterior sounds

PHYSICS:

- developed new tire damping method increasing compliance and drivability in all situations and all cars, but race cars in particular

- adjusted tire inertia to better match each car's individual tire dimensions helping with more realistic tire lockups and less drastic loss of traction

- improved tire slip ratio calculation leading to more natural behavior particularly on corner exits in locked differential scenarios

- adjusted grip levels for all tires: Higher baseline grip, yet less combined grip leading to more natural, controllable and rewarding car behavior

- adjusted thermal behavior for tires alongside adjusted rolling resistance

- adjusted tyre rolling resistance to achieve more realistic top speeds

- implemented new drive train wobble method respecting non linear stiffness

- adjusted tire wear across all compounds (generally, the more performance oriented a tire is, the faster tire wear will noticably impact laptime)

- sanitized and unified tire and controller library, solving potential inconsistencies in tire model across cars

- improved consistency in available compound range for early-modern cars:

Removed pseudo-vintage tyres for 90s-00s models, they are now fitted with a range of modern tyres suiting their performance, vintage reserved for crossply tyres

- improved hybrid powertrains

- implemented and unified KERS/ERS behaviour

- improved Dual Clutch Transmission behavior to be more seamless

- implemented electronic brake bias (dubbed as EBB or Brake Migration)

- revision of battery features and data entry specifications

- improved physics model for cars with solid axles

- made several car systems available for in-cockpit adjustment (among others: turbo, dampers, differentials)

- Ferrari 296 GTB: numerous fixes and adjustments to suspension, drivetrain, downforce, airbrake and dedicated performance modes with more realistic ERS deployment

Recommended driving.

- implemented soft lock feature for steering wheels

- created multiple physics events to allow for more nuanced car audio

- fixed a potential crash scenario caused by collisions

- various steer ratio adjustments on a number of existing car content

- created more true-to-life vintage compound for the Alfa GTA Sprint

Recommended driving.

- various adjustments to engines, turbos, drag and downforce across cars to better match real life acceleration, top and corner speeds

- various adjustments and fixes to car default setups and differentials

- fixed F2004 rear wing not responding to changes in setup and modified setup limits for the car

- added stiffer springs for the Porsche Cayman GT4 CS MR and Porsche 911 GT3 Cup

- adjusted torque curve for the Porsche Cayman GT4 CS MR

- fixed Audi RS 6 bump stops to prevent tyre hitting and clipping through the bodywork

- fixed Dallara louvers (front fender air vents) downforce impact

- corrected Mazda MX5 Cup weight and differential

- corrected differential of the Caterham Academy

- improved various cars' rpm limiters to behave more realistically

- corrected gear ratios for the Ferrari 296 GTB

- corrected gear ratios for the Chevrolet Camaro ZL1 and 1LE variant

- corrected Mazda MX5 Cup Sadev sequential gear ratios

- corrected Alpine A110 and VW Golf GTI Clubsport gear ratios

- updated operating aero and ride height ranges on the BMW M4 GT3 Evo and enabled bump stop adjustments

Recommended driving.

- updated operating aero and ride height ranges on Lamborghini ST EVO II

- updated BMW M2 CS Racing setup limits according to BMW specifications, updated spring ratios

- updated and unified all car names in setup folder

- car colliders can now be angled when necessary to represent built-in rake of cars

- reduced clutch sensitivity

- fixed unwanted vibration on torque vectoring differentials

- sanitized and updated TC & ABS behaviour on all cars

Fixed engine-crippling behaviour of earlier iterations of traction control, so higher levels might work better on some cars, and lower levels allow for more playful driving. The new Porsche Cayman GT4 RS is a good showcase.

Likewise ABS is not as efficient as before, more modulation might be required.

- revised electronic brake controllers

- added automatic brake differential to the Porsche Cayman GT4 RS and Alpine A110

- fixed BB adjustments only taking effect after every 5th click

- fixed setup limit units missing from certain items

- improved AWD clutches on Audi RS 3 Sportback in Performance Modes 1 and 2 (Torque Rear)

GAMEPLAY:

- some new implementations and fixes on penalty manager

- moved Imola finish line further back per GTWC sessions

- tweaked logic for automatic grid population -> now adds up to 2+2 car models from below and above the selected car's PI instead

- large update to replay code, this will probably break compatibility with older replays but files should now take up significantly less space

- fixed electronics states in the replay

- selected tyre compounds now correctly show up in the replay

- AI: fixes to opponents swinging around wildly, potentially removing a few accident types

- AI: better braking-behind cars approximation

- AI cars should no longer get confused by pitlane or offtrack cars

- new autoshifter logic

- academy events rebalanced based on new laptimes

- fix for occasional hang/crash in the car selection menu caused by the thumbnail texture blocking the game thread

- replay now shows optional animation states (e.g. sunroofs)

- halo visibility toggle added in view settings

- added DRS zones on F1 tracks

- fixed forced pitstop not applying if you teleport before the pit exit line after a race start

- fixed reset position for various physics functions (lap estimates, ERS limits etc) on a number of tracks

- fixed a potential crash caused by out of bounds tyre compound indices

- updated AI data for the Alfa GTA, Mini and Abarth

- reworked track limit safezones

- AI cars no longer get warnings and penalties

- changing Audio FFB effects now takes effect inside the session

- new autogear logic (both player shift assist and AI upshift triggers)

- inputs for adjusting mirror pitch and yaw now functional

- race cars will now have both front and rear compounds changing at the same time via setup

UI:

- implementation of general HUD notifications

- reviewed input filtering for UI widget manipulation

- serverlist - relocated server count, added player count

- reworked client-side leaderboard

- pitlane leaderboard now displays car model name

- new car selection flow for Multiplayer

Now the player can directly click on eligible cars and join without having to visit the car selection menu.

The list is flat and includes all relevant "owned"/"favourite" cars on the top marked with a star.

Beyond a certain (large) number of server-defined cars, the old car selection page is used for ease of browsing.

- updated localization

- added missing car localization strings

- implemented track maps on the HUD and pitlane page

- chat widget implementation in Multiplayer

- implemented setup, UI and MFD items to support the new electronics systems

- reworked HUD gear widget to support new electronics systems

- expanded car controls MFD to support new electronics systems, such as ERS, EBB, differentials, dampers

- explicit indication of performance modes on the HUD gear widget with more friendly names

- odometer values for owned cars added in the model selection and SP hub

- added reset button in the manual grid mixer

- all previous cars' VR mirror offsets revised with the new default cockpit camera positions

- unified setup units for all cars

- fixed certain setup units being defined in groups instead of per item

Torstaina vissiii 0.4 tarjolla.

Muokkaus: vielä fysiikkapohdintaa/-päivitystä


This post will focus on the physics (read: fiziks) and car side of development and expand a little on the changelog. Plenty has been done for 0.4 that I'll go through in this post. The Ferrari SF-25 needs and will receive its own sticky thread.

Tire Damping​

In 0.3 we introduced a higher frequency for the Suspension of 1000hz. On top of that, we have developed a new method for inherent tire damping, the lack of which seems to have been a root cause for ACC's bouncing issues and hopefully you should not see this again. The tire will now rarely really lose contact with the ground. This took quite some R&D and is part of the physical foundation of this update, making bumpy tracks like the Nordschleife, Oulton Park or Road Atlanta a pleasant experience even in very stiff cars.

Tire Inertia​

We adjusted the tire inertia to better match each car's individual tire dimensions. For example, you will notice this when braking with the non-ABS Porsche Cup. The tire now has more inertia and thus is harder to lockup. At the same time a tire with more inertia is harder to spin up on power, so when you are going into a slide, the engine won't as easily rev up to the limiter - ultimately allowing better control in post peak grip situations.

Cars "stuck" in Understeer​

We went down the rabbit hole of finding the root cause of RWD cars refusing to rotate on power without deliberately and forcefully breaking traction. For that we worked on two things: Combined grip and the slip ratios. Essentially slick tires now have more baseline grip both laterally and longitudinally, but less additional grip in combined scenarios (e.g. braking + turning, or turning + accelerating). You will still have high corner speeds, better traction and deceleration, but the car will be more sensitive especially at initial throttle pickup until you are able to open the steering and then plenty of grip is available. It's quite nice to work with that. The rear will be playful, but not deadly, while also not allowing you to abuse sliding as you'll lose time and overheat the tires. Aggressive driving might pay off on a Q run, but not in a race (until someone proves the opposite...).

However, without also looking into slip ratios, the above change would not have been enough to address the inherent understeery nature. Upon open heart examination we came to the conclusion that the rear tires produced a bit too different slip ratios due to too optimistic assumptions of load related tire diameter changes. Something simple on the surface, but with large consequences throughout the entire grip calculation. This led to the inside driven tire producing more longitudinal force than it should in critical scenarios like corner exits. This force worked directly against the request of the driver to rotate the car.

Actually, there is a third component here that we want to address in the future around the overall morphing of the curve defining slip ratio related grip. Though, this has to wait for now and the expected impact is not as major as the above changes we made.

Tire Pressures, Wear and Temperatures​

While further revisions and adjustments are likely, here's where we currently are on that front. Tire wear has generally been increased. For all street legal compounds this is hardly a factor unless you drive really long. They generally produce the same grip over a long period of time. In future updates we'll make them wear faster when overdriving severely. Road and slick tires are so far also not very sensitive to the theoretical optimal pressure, or rather not having optimal pressure. This will also be addressed in a future update.

The same is true for tire temperatures, with all road compounds being rather insensitive and having a wide operating window.

The reason for both is: Our model has become quite complex with a ton of parameters and really dialing in their relationships takes time (that means long periods of undistracted testing in night sessions). This has been done extensively on the SF-25 where you can see much more alive tires and all other compounds will benefit from these learnings in the future. There is/will be a separate post on SF-25 tires in the car specific thread.

Ideal Tire Pressures:​

Road & ECO: 31.0 psi
Supercar: 30 psi
Hypercar: 29 psi
Slicks: 27 psi
SF-25: 25 psi

Car Electronics: TC & ABS​

We have reworked the TC and ABS logics on every car.

Our system allows to separately define the response of the TC intervention among a variety of Parameters:

  • Slip Ratio
  • Slip Angle
  • Angular Speed of the rear end
  • Oversteer
First of all, most TC levels will now allow more before stepping in. They will also act less rude. Some levels on race cars in particular will mostly engage due to slip ratio and slip angle, but almost ignore angular speed and oversteer (i.e. the driver counter-steers). Only on higher TC levels these factors will be considered and the TC will step in at earlier. Ultimately, this should allow you to play with the car without TC interfering, but at the same time give you the confidence to explore the limits.

In the future: More noticable TC & ABS related sounds across all cars.

ABS has also been revised. Generally our system was too perfect, operating at too high frequencies, having it too easy controlling the tire in too tight margins. The operating frequency has been lowered, while the window of its engagement has been widened. Additionally, there have been adjustments to how independent each tire can be controlled individually by the system. Especially on older cars more imperfection should be noticable.

Since this is a vast update, please report any bugs you might come across.
 
Viimeksi muokattu:
No niin 0.4 testailtu, grafiikat meni jotenkin rikki omalta osaltani ainakin, fps tippui ja piirtoetäisyys on todella lyhyt. Pari kertaa nordschleiffe ajettu, hauskana yksityiskohtana youtube-cornerissa kuuluu ihmisten hurraus ym. :D
 
Just kans tuli tunti vedettyy Imolaa SF25 Ferrarilla ja tuntuu kyllä hyvältä ja samalla helposti lähestyttävältä toi auto:D Nyt vaan ongelmana outo puutuminen suoralla eli kun vaihdat 8-pykälän silmään alkaa huippunopeus tippua alle 300 vaikka DRS on aktivoitu ja akussakin näky olevan virtaa, mikähän tossa setupissa menee mahdollisesti mönkään? Kokeilin säätää dowforceja pienemmiksi, muttei ollut vaikutusta. HItto kun ois jossain selkokielellä neuvottu miten nuo ERS:n asetukset olisi hyvä laittaa...?
 
Just kans tuli tunti vedettyy Imolaa SF25 Ferrarilla ja tuntuu kyllä hyvältä ja samalla helposti lähestyttävältä toi auto:D Nyt vaan ongelmana outo puutuminen suoralla eli kun vaihdat 8-pykälän silmään alkaa huippunopeus tippua alle 300 vaikka DRS on aktivoitu ja akussakin näky olevan virtaa, mikähän tossa setupissa menee mahdollisesti mönkään? Kokeilin säätää dowforceja pienemmiksi, muttei ollut vaikutusta. HItto kun ois jossain selkokielellä neuvottu miten nuo ERS:n asetukset olisi hyvä laittaa...?
Performance Modes
The performance modes are where everything comes together and choosing those should be enough to not worry about the rest. Each performance mode uses one of all the above maps so that they suit one another.

•Push (PSH) is there for qualifying and will drain the battery to and will deploy aggressively (while staying in the 4000kj budget), it will also have maximum fuel consumption, that will not last a race distance. EBB is low to assist rotation at turn in. MGU-H is set to deploy.
•Race (RAC) is for the race, but will use too much fuel to make the distance most likely, but it gives you decent power for a few push laps. ERS will slowly drain the battery. EBB is one step more towards comfort and mgu-h will recharge the battery and try to keep 20% at all times •Balanced (BAL) is a leaner Race mode, using the battery in a way it will never empty and you will always have some ERS assistance. EBB even more conservative and secure, 8th gear will charge battery, targets 40% charge state
•Lift and Coast (LIC) is for when you are trying to save fuel, very lean and low power, ERS will drain to cope, coast charging is minimal to coast longer, 8th gear will alraedy charge battery •Charge (CHR) Max fuel and power, very low ERS deploy, aggressive charging during coast, also charging in 8th gear
•Wet Max power and consumption but later ERS assist, progressive throttle maps, EBB even more on the save side


Oletuksena taitaa olla tuo Push mode päällä, mikä tyhjentää akun hetkessä. Mutta jotakuinkin samat havainnot tuosta puutumisesta suoralla pikaisen testin perusteella. Ainakin tuntui että ei se millään muulla asetuksella kulje suoralla mihinkään .
 
Viimeksi muokattu:
Joo näemmä performance modea vaihtelemalla saa nopeemmin muutettua ERS:n asetuksia kun jokaista kohtaa erikseen hakemalla. Mitä katsoin muutaman tunnetun tubettajan kanavaa, niin heilläkin oli sama ongelma että 8-vaihteella puutuu meno:hmm: Se myös näkyy kierrosajassa en ainakaan itse vielä päässyt edes alle 1:24 just ton takia kun ei saa vauhtia suorille:facepalm:
 

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