Automobilista 2 V1.5 Physics Development Update

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Jul 25, 2023.

  1. GFoyle

    GFoyle Active Member AMS2 Club Member

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    Nils is actually one of the guys who's analyzes I can respect, he is more of a esport driver than a content creator, but he makes great detailed analysis of ACC stuff for example. Definitely not a fanboy or hater of anything as far as I know.

    He is clearly saying some of the same things that some others here and is doing this constructive and detailed way and hopefully even Reiza can find it valuable feedback. You can always say that he didn't give it enough time, which is probably true, but I'm fairly sure he is able to get closer to the limit in any sim much quicker than a lot of us, as is the case with most esport level drivers.

    EDIT: he has been giving same kind of critical feedback of flaws of ACC too, even though it's been his main sim
     
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  2. Lepegit870

    Lepegit870 New Member

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    Oh so he's probably angry, because he can't hit those crazy lap times anymore now that the game is more realistic :D
     
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  3. WhippyWhip

    WhippyWhip Active Member AMS2 Club Member

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  4. Lepegit870

    Lepegit870 New Member

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    Oh and he is an ACC fanboy aswell..
     
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  5. Mhad

    Mhad Active Member AMS2 Club Member

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    Really come in swinging with your first 3 posts...
     
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  6. GFoyle

    GFoyle Active Member AMS2 Club Member

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    We seem to have a troll here.
     
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  7. chonk

    chonk Well-Known Member AMS2 Club Member

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    you sound pretty stupid right now dude, not a great start.
     
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  8. LeYosu

    LeYosu Member AMS2 Club Member

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    Well, this update is a step forward, but I agree with Nils that this rear slidy thing is not natural. I can't reproduce this in AMS1,rfactor 2, ACC, AC, GTR2 or even Raceroom, those sims drive pretty similary. Only AMS2 has this particularity in the physics.
    Saw a live from a real life SIGMA P1 G5 driver who tried the 1.5 car in the game and said that the car was good but, in real life, the rear doesn't slide so much (for those interested, in Portuguese, with auto-subtitles :
     
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  9. rmagid1010

    rmagid1010 Well-Known Member AMS2 Club Member

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    Agreed, he is not gamermuscle, he can articulate himself and is likely feeling things in the physics that others dont, i would take his comments seriously if i were reiza. It also goes without saying that cars in ams2 post v1.5 are subject to further changes.
     
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  10. Periophtalmus Spintirus

    Periophtalmus Spintirus [3DP]BumbleBee AMS2 Club Member

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    Seems to be sort of anti troll. But that's even worse! :eek:
     
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  11. Lepegit870

    Lepegit870 New Member

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    So gamermuscle was right all along but didn't articulate himself well enough? Are you sure you're not trolling?
     
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  12. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Couple of general notes on the discussions about physics "design"... First and foremost, the OP should make it pretty clear that physics development is primarily a technical exercise, not a creative one - whatever changes we make is dictated and constrained by the hard raw data from whatever it is we are simulating, and the properties of the physics engine.

    To the extent that there is "design" work - and there is some, as there´s always a range of acceptable values for most physics variables over which a wide spread of very different handling and performing cars can exist, different ways a given physics engine can model certain dynamics as well as various ways one can use the physics engine to simulate or at least emulate those dynamics - we are all pretty educated on the subject of vehicle dynamics as well as seasoned sim racers folks; we were all one of you at some point, nagging about the physics of whatever the game of the day was in sim racing forums until we decided to do it ourselves ;) I´ve personally been sim racing for over 30 years and developing physics for half of those, have decent experience with fast cars on race tracks to have my own convictions about what we´re trying to reproduce.

    So any fear we are being "influenced" in a wrong direction wrt to physics development couldn´t be further off the mark. We obviously can, have and are still getting stuff wrong - some of it we know, some of it we´ll figure out to be wrong eventually - and constructive user feedback is very useful in getting a sense about what cars and what areas of physics warrant further attention, but you may rest assured the handling of individual cars is not shaped by anything other than the physics engine, the data and our own expertise on the subject and vehicle dynamics generally. If we are confident about the veracity of a certain car, no amount of negative feedback will get us to change it - we´re as stubborn as the next forum expert in that regard, and we usually have done the homework to justify it :p
     
    Last edited: Aug 2, 2023
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  13. Demeisen

    Demeisen Well-Known Member

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    Talking of non-toxic YouTubers...

    The excellent Super_GT (soon to race a real 24hr Nordschleife), got to watch the Spa GP from Mclaren's HQ. So many great F1 cars just lying around! His seemingly free-access tour reveals some pretty weird stuff at the midway point...:eek:

     
  14. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Not to be rude, but what does that have to do with the V1.5 physics. (I know you’re trying to eliminate anger, but maybe keep these type of videos in the thread they’re supposed to be in)
     
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  15. Demeisen

    Demeisen Well-Known Member

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    That, sir, is very true :cool:
     
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  16. Richard Wilks

    Richard Wilks Active Member

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    Well, this is exactly what i expected a esports driver to say.
    Now, i will not defend the Reiza team (its not my job, and they are big boys) nor will i say that any particular car he drove is right or wrong.

    But what i will say is this, just notice, when he was driving the 98 Mclaren, he complains about sliding, but when he tried to do a quick lap, he imediatly started driving more clean, and trying to keep the "slidiness" to a minimum. Still his lap was far from clean, because he is trying to force the car into things it can't do, and not being nearly smooth enough with the inputs, and although he slides a bit around in some corners, every time he does it, he loses time, either due to scrub, or not maximizing his line.

    He says he doesnt see it in real life footage, but thats because real drivers are obviously a lot more gentle than he is with the inputs, and trying to keep the sliding to a minimum, so that it works in their favour, and not against them.

    Cars DO SLIDE slightly when you go around corners, always. See how little steering some of the real guys use, compared with most of these esports guys. Real life front tires are not magical things that can take all the punishment in the world, you need to use all 4 tires slip angle and grip to maximize your speed.

    Now if they can slide maybe too much before spinning in the game now, thats another matter.
     
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  17. DavidGossett

    DavidGossett Well-Known Member AMS2 Club Member

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    The FFB oscillation he talks about is basically the "PC2 Death Wobble" that I've mentioned feeling in the C8 Vette. I remember hating this in PC2 because drifting didn't ever feel right in transitions. It's like the car does a slowly decaying snap between oversteer in each direction on its own. In a Scandy Flick, (basically transitioning oversteer in one direction to oversteer in the opposite), it should ramp from a smaller slide to a bigger one. Trying to do low speed drifts in road cars in PC2 and if you'd let go the car would perpetually wobble.

    Thankfully, it's only present on a few cars and not everything. I'm not sure it's a physics quirk or an FFB issue, but I know Reiza know about it.

    My opinions on 1.5 have gradually settled a bit, there's cars I feel became much more drivable and more realistic while others feel a bit neutered and too tame. The Formula Trainer Advanced was a car I've had a weird dynamic with ever since launch, it went from sideways everywhere, to a car you had to be extremely gentle on in corner entry, to a much more balanced car in it's current state. Meanwhile, the Formula Classic Gen 1's went from believably insane monsters to completely planted 900-1300hp cars that rarely scare you. I can't really give feedback on how the real cars behave, all I can judge by is onboards and trackside experiences.

    "Realism" aside, I'm still having fun. I'm glad to see MP getting a nice boost in player count.
     
    Last edited: Aug 1, 2023
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  18. WhippyWhip

    WhippyWhip Active Member AMS2 Club Member

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    i think the point he was making is high downforce cars should be harder to catch when treating them like throw around toys, and that they are also carrying too much speed while sliding resulting in faster laptimes from overdriving, sliding around that much shouldn't be that fast
     
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  19. John Manetti

    John Manetti Active Member AMS2 Club Member

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    - Think differently and change your point of view!!



     
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  20. Divit Beria

    Divit Beria Prefer modern cars

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    Overall still a long way to go but I'm confident the Reiza team can do it. Already looking forward to version 1.6 :p:p. (Desperately need to touch grass I know)
     
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