Automobilista 2 V1.1.0.0 RELEASED - Now Updated to V1.1.0.5

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Dec 31, 2020.

  1. torsteinvh

    torsteinvh Active Member AMS2 Club Member

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    Good point, but I think using custom will remove the ability to navigate the menus with the funky switch on Fanatec wheels. It was like that in PC2 if I’m not mistaken. And in PC2 it was possible to map both the paddles and stick at the same time even when using a wheel profile. So bug or not, it would be nice to have the paddles and stick work at the same time :)
     
  2. sparco

    sparco Active Member AMS2 Club Member

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    hi,
    Ok for your post but how can you setup the sequential shifter on SQ SQ FANATEC please ?
    Thanks
     
  3. azaris

    azaris Well-Known Member AMS2 Club Member

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    I don't know why you would do that, since by now it's completely outdated compared to every other major sim out there. Especially if you compare it to the physical tyre models, like Seta.
     
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  4. Raceracerace

    Raceracerace Active Member

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    its a windscreen....
     
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  5. Raceracerace

    Raceracerace Active Member

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    Oh man.... its cool huh

    But I can't put it down! Its like AC and ACC got together with Forza Horizon and Forza 7 and had a love child; this game is catnip. All within an envelope of very good physics and reaction to things on the track that one would reasonably expect. When combined with a FFB profile that blends it all together the new 'everything' they put into the past 2 versions and hotfixes, it feel like rubber more than ever. Above other games.

    My GF wanted me to go for a swim on a very nice day and it was hard to do. The state of the game has been lauded all round, but indeed the grip is nice. About that...

    __

    I don't think reiza should go after a direct 1:1 ratio of 'realism' for the title.

    There is such a thing as getting bogged down in semantics and the finer points of things. However I do think the tires have such great grip just now, and YET (importantly, to highlight) the physics, et al, actually still hold up within that.

    The finer points from this moment I think they will dial in, but its actually still possible to 'overdo' things. I do not see this title going back to how it was before - but I do see it going ahead and tuning the things from now.

    It takes about one lap now to get warm tires, where most things seem to take 1.5-2 elsewhere. Maybe there is some marker or otherwise in that point. I don't know, but I think we will have to get used to this.

    Its too good. The weight transfer is there with 1:1 FFB alongside the visuals on-screen matching up exacting to what you are feeling in the wheel, the sliding is sweet-as, the loss of grip feel and grab of grip feel is just wow...

    Was driving a car today and turning left had movement, turning right locked up in a turn - it was just sublime; the onset of grip and the fall off as the car continued to slide forward and grab - and the feel gradually came off and on and when it popped back, there was a bounce in the wheel and then smoothness as the car kept going down the hill - YOU DON'T get that in ACC... . Mate, lets not look a gift horse in the mouth. This is a gun-game-engine and its got substantial heft in physics etc behind it now.

    (edit sorry but with grip just now its more all over but the gt1's are wide, large and grippy by nature. if you think (op would know it would seem anyway) but if anyone would think they are driving better - those cars are of course so sure compared to gt3, for example, up there with brazil prototypes in game)
     
    Last edited: Jan 3, 2021
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  6. Haris1977

    Haris1977 Active Member

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    Nice update! Thanks Reiza!

    We finally have ffb per car and also save dash-cam per car!

    But, can you please change that menu music to smth else? It s so spooky..:cool::p
     
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  7. Gevatter

    Gevatter The James May of Simracing AMS2 Club Member

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    I just noticed that the GT4 cars have taken up this weird behavior when going through slow corners, that below a certain speed threshold the front suddenly grips, making the car snap towards the inside of the corner and depending on the car might also make the rear loose traction. Specifically the Ginetta GT4 and Porsche Cayman GT4 at Spa through Rivage and braking into Bus Stop, prabably around 80-90 km/h, both off throttle and with a bit of throttle applied. The GT3s for example don't do that.

    Speaking of the GT3s, while this has been a thing since the beginning, the rev lights in the 720s are weird, since the first red light only comes on at the limiter. Shouldn't the red lights indicate the shift point? At least they seem to do in any onboard of the car I can find.
     
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  8. 2ndLastJedi

    2ndLastJedi Free speech matters AMS2 Club Member

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    o_O
    Leave now :confused:
    :p
     
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  9. SaxOhare

    SaxOhare Well-Known Member AMS2 Club Member

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    This must be settings related because,Lots of the windows in the tin-tops are to clear and the cars don't seem to have a window at all, The window of the McLaren GT1 is baraly visible enough to add to the immersion being in a tin-top car
    The patern used in the Catherham Academy window is a bit strange, but the (un)visibility of it, feels and looks alright.
     
  10. oez

    oez Mayor of Long Beach AMS2 Club Member

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    I had a look at telemetry comparing rear tire speeds on multiple cars. Their difference when turning tells us if the differential is slipping or if it’s resisting turning causing understeer.

    What I saw in the GT1 McLaren and Group A Merc data suggests that the diff stays locked in all, but the slowest corners. And when it does open, it snaps open. Rear tire speed difference goes from 0 to 3km/h at the Spa hairpin within 0.030s. It matches the feeling in game that the car just snaps into a spin at slow speed. Or that the front bites suddenly, however you perceive it.

    I also had a look at the MCR2000’s telemetry. It uses an open diff which is a different implementation since 1.0.4 or so I think (based on update logs). It shows a healthy difference in rear tire speeds. It’s also very dynamic and gradual, not snappy.

    I’ll post some telemetry screenshots later today in a separate thread. They say a lot.
     
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  11. CrimsonEminence

    CrimsonEminence Custom Title Staff Member AMS2 Club Member

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    I can tell you, Reiza knows about it. We are reporting the clutch LSdifferential issues for months now in the beta section and they are still not solved completely, unfortunately. Cars in AMS2 tend to behave like a spool for a very long period of driving a lap.

    And yes, also open diffs have suffered from the tendency to behave like a spool, the open diff got changed to another method and suddenly they became fine (Caterham Academy transformed completely after it, for example).

    It's basically my personal biggest issue with AMS2, which is holding physics/improvements back, because it contributes to many oddities, very likely.
     
    Last edited: Jan 3, 2021
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  12. oez

    oez Mayor of Long Beach AMS2 Club Member

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    Ok, great to hear. I’m obviously not there so unaware what’s going on behind the scenes.

    I enjoy driving these cars nevertheless, but the understeer bugs me a lot in the F1 for example. I hope the odd LSD behavior fixed soon.
     
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  13. CrimsonEminence

    CrimsonEminence Custom Title Staff Member AMS2 Club Member

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    Yeah, i have edited some stuff to my post right now, to not doublepost. :D

    I think, it's indeed great, that they're aware of it and trying to fix it, but it's becoming my main complaint actually, holding AMS2 back, seeing it still being problematic, every build update again, even if some improvements are shimmering through sometimes. It's going for such a long time, that i start to lose hope, unfortunately. ^^'

    For the guys, having questions, what is meant (On the example Caterham 620R):
    The yellow and dark blue graph (overlayed WS RR yellow and WS RL blue hardly visible due to the issue) are the rear wheelspeeds, you should basically see way more blue coming out of the yellow graph, which would mean, rear tyres are spinning at different speeds. It unfortunately doesn't so it behaves like a solid axle and the clutch LSD isn't doing its job (you practically see one bit of blue at the far right of the yellow graph, that's it):
    620_1070.png
    Don't get me wrong, the 620R would be still a car, that needs to be flicked and prevented to snap to drive properly fast, but it would be certainly better at corner entry with a working clutch LSD, for example.
     
    Last edited: Jan 3, 2021
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  14. Avoletta1977

    Avoletta1977 Well-Known Member AMS2 Club Member

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    At the end it does something...
     
  15. CrimsonEminence

    CrimsonEminence Custom Title Staff Member AMS2 Club Member

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    Like i have written. :p You are the guy, that delivered first hard proof of the "phenomenon" so what exactly do you intend to say? :D
    I think, i was oversteering a bit on the exit curb at Velo Citta. (for context)
     
  16. Avoletta1977

    Avoletta1977 Well-Known Member AMS2 Club Member

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    That I can’t still fuc*ing understand what the fu*k is happening... :D

    It’s just one basic formula so it can’t go so wrong. o_O
     
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  17. CrimsonEminence

    CrimsonEminence Custom Title Staff Member AMS2 Club Member

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    I can't understand it either, i'm totally clueless :D There is some "friction" somewhere, that keeps the split prevented from happening...looking at this moment of the Porsche 911 GT1 at the right/last differentiation on the graph at Bus Stop Chicane exit at Spa, where it suddenly opens up after both wheelspeeds rising is signaling, IMO:
    (click)
    gt1expl.png
    Maybe somebody knows more, how to interpret?
    Especially when thinking of geared and open diff or ratcheting, which seemed to work fine in the game.
     
  18. Raceracerace

    Raceracerace Active Member

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    Still chasing those shadows eh

    but really I laughed too. If we just get enough constants and physics and values, the right coefficients.

    I think more will come from things like the tire models than seeking this 1:1 thing. Computer design and programs is especially brilliant for SYSTEMS design - not values.

    :) thanks mate made me laugh.

    Even so, they should not. Some of the data they are using (did you know) you won't get it 1:1, none of them can.

    So I am merely saying do not make it a discussion point - it will get as close as it can. I am not denying there is a realism allure. But it took flight simulator 2020 to actually make a popular flight sim, and even then, a mediocre popularity thing at that. You don't see anyone rushing out to gape in awe because it takes 20 buttons, but trying to get toward that is highly feasible of course.

    I played flight sims in the 1980/90s - and I fully appreciate the f22 raptor. I read a stealth bomber manual at 200 pages when I was 10. That type of gaming is obsolete.

    Abstraction layers is whats happening, so I am saying the 1:1 thing is not a thing that fellow should waste time discussing. Its NOT to limit ambition. edit not to mention someone on a g27 then a tx then a direct drive, pedal types etc. I am big on numbers I even sub to a fellow who programs the numbers in such games. Thats his job - he is 'doing' not discussing - so I am saying what he is doing is useful, what we would be doing, is not.
     
    Last edited: Jan 3, 2021
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  19. Maser V6

    Maser V6 Assume nothing._ Verify everything._Have fun AMS2 Club Member

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    Hard to forget Sunday afternoons, and Murrey Walker could be on crewchief!

    Maybe i should try a variation on my synth to avoid royalties. ha sry not that good yet.

    I want to drive but the lady of the house is in my room . dam pirates of the wats sit caribibian
     
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  20. oez

    oez Mayor of Long Beach AMS2 Club Member

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    I thought the biggest change was in the Formula Vee. It went from a completely locked diff to the open one we have now. So same as the Cat, but the transformation and meaning is just more dramatic in a tiny open wheel car that is supposed to pivot around its center depending on power/coast.

    Oddly before the open diff rehaul, some other open diffs like the Trainer and MCR2000 were way too shopping cart like. Definitely not locked. In fact they seemed to lack any friction and resistance to tires spinning at different speeds which open differentials still have. It's very similar to this situation with clutch LSD where it just seems to work different from car to car.

    I feel the same way and certainly many people love the Caterhams. They are very nice to control on throttle... but it's missing the other half which would complete them. As you said the Academy is already fine as it doesn't use the clutch LSD.

    I have no idea where I read or heard this so it might be way off, but apparently the differential simulation is complex in Project Cars 2. It could be replaced with a simple formula, but clearly SMS was hungry with the physical SETA tire model so I can see the differential also not just being a simple formula either. If we're still using the same if modified LS differential implementation that is...

    And actually is it simple to simulate a salisbury type clutch differential that works with this many cars? Changing the ramps, number of clutches and preload needs to mean something and not just be a complicated way to end up with simple locking values like "50% locking power, 10% locking coast".

    First thing to understand about the current LS differential state is that some cars combine the worst of open and locked diffs. They stay locked for too long when turning and open too easily when accelerating. It's madness.

    1. Could the first dip be during trail braking? The inside tire (right rear) is unloaded and starts slipping a lot.
    2. Then you get back on the power for a bit approaching the second part of the chicane. Diff is locked again so no inside tire slip unlike with open diffs in a situation like this.
    3. Then you brake again for the second part of the chicane. The opposite side (left rear) is now inside and unloaded. It starts slipping. This is the second dip.
    4. Finally you accelerate out of the chicane. It's a pretty tricky and long exit from slow speed. The left side tire is unloaded as your car leans on its right side. It starts slipping. This is that last peak.
     
    Last edited: Jan 3, 2021
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