Driver enters a turn too fast, on the wrong line, or some combination of both.Eventually, they scrub off enough speed and then suddenly the fronts grip up and you get a tank-slapper. The only time I've seen what you described is when someone panics and is simultaneously trying to brake deep into the corner at the same time they've got the wheel cranked. But if you get the right mod, AC is very close and the FFB is the best. Oddly enough, I really like Raceroom (or any other gmotor-based game) to give me that "almost like I'm there" feel. The issue varies from car to car, and a skilled modder can (apparently) tune it out to a significant degree.ĪC is a fun game with so much variety (why we're all here, right?), and it has great FFB. There's too little front grip as you start to brake (and weight shifts to the front), then the car shifts to too much oversteer when you get back on the throttle. Each has its own issues vis-à-vis Real Life.įredrik noticed what a lot of real-world drivers have noticed about AC. But if you get the right mod, AC is very close and the FFB is second only to rF2 (imho). Exit curb behavior is okay."ĪC is a fun game with so much variety (why we're all here, right?), and it has great FFB. "- Car is very bad over uneven apex surfaces like curbs (tire model issue with AC - worse on some cars than others). This time, it's a known, acknowledged bug and is mentioned by IER in their excellent Porsche GTA mod: But try that in AC and you'll be constantly spinning out. IRL, curbs are your friend (with some notable exceptions). Lifting to tighten your line through a curve is such a basic, fundamental aspect of performance driving that, for anyone who's driven at the limit, it's second nature.ĪC's handling of curbs is also quite messed up. It's like arguing whether grass is green. Do that in a real car (or most any other sim), and the car will rotate (and maybe spin). In over 30 years of driving cars at the track, I've never once lifted mid-corner and had the car lose grip at the front. In the real world (and in every other sim, even Forza 7), no such effect exists. It's also probably why people who only play AC think that "lift understeer" exists. The issue varies from car to car, and a skilled modder can (apparently) tune it out to a significant degree. It'll not be noticeably as strong when cold as when warmed up.Ĭlick to expand.Fredrik noticed what a lot of real-world drivers have noticed about AC. A lot of real PS cars are lighter than most Kunos cars at 50% ingame gain I try to account for that myself via the car's FFB strength in the data.ĮDIT: Oh and the G27 at least is very dependent on temperature. Mainly you'll feel it when countersteering, it'll push back a little if the sim supports it.ġ00% gain, 50% ingame, 0% for canned effects ingame (They're already present to a degree and I suspect this is just amplification) and 0% for Spring and Damper works fine for me. Damper should basically just be, well, a damper. I have a hunch Spring does nothing in AC except perhaps pull a little in collisions, actually. I remember seeing some curve data and even LOGGING MY OWN curves, but I can't tell you for sure. I don't know for a G series if it's say, 50% gain ingame and 50% gain global = 25% of input, or if it actually touches the curve. That's essentially what the global gain will do.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |