Physics discussion thread

Discussion in 'Automobilista 2 - General Discussion' started by Avoletta1977, Jan 3, 2021.

  1. steelreserv

    steelreserv Well-Known Member Staff Member AMS2 Club Member

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    In order to add some clarification for future readers:
    Engine braking exerts additional braking force on the rear tires, most noticeable when downshifting when the car is in gear. Engine braking can be used for additional lap time on tracks that feature hard breaking zones, like Monza T1. It can exert additional braking force more than the brakes alone.

    Reducing engine braking and moving brake bias to the rear is a viable option at the cost of overall braking force (especially at the start of the braking zone and brake temperature.

    The sensation of the rear sliding MORE than the front (OS), is always due to F/R traction imbalance. This sensation can be caused either by a natural imbalance favoring the fronts, most noticeable if the rear of the car wants to step out when off throttle OR due to changes in traction balance when on-throttle as the driver is asking for long acceleration from the rear tires when grip is already being used laterally.

    That “floaty” feeling appears to me to be the consequence of two things. The car being in a “neutral steer” situation where the front and rear are both sliding at the same time, and the effect of pneumatic trail where steering forces are more muted in a slide. Neutral steer is almost the optimal situation of a car to be in as it means maximum grip is being extracted and the car is completely balanced. The self aligning torque drop off due to the pneumatic trail being shortened in a slide is one of the features of the SETA tire model. It is a real life affect.

    Reducing clutch plates from 6 to 4 reduces locking of both coast and power by 33%. Adding preload increases the minimum unlocking of the differential. Meaning there is more lock at lower forces and less lock when there are more wheel rotational demands.

    Factoring in the analysis from @DaveLew, it suggests that other sims allow for only 1.0% to 1.5% unlocking which manifests itself as a more controllable car under most situations that snap when too much is sought from the tires. This is a realistic danger with this amount of locking. 3rd parties have also verified that other sims reduce engine torque curves for the benefit of easier throttle car control. There are some in the sim racing community that feel this is more realistic.

    The solutions posed on this thread however suggest an overall decrease in locking for more realistic behavior.
     
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  2. GFoyle

    GFoyle Well-Known Member AMS2 Club Member

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    I
    I have seen plenty of commercial / esport level setups for ams2 for bunch of different cars and vast majority of them, engine braking was set to be 1, so even more engine braking than on the default. If the setup is otherwise well balanced, more engine braking can help with performance just as described above
     
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  3. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    When it comes to overall braking force, sure, that’s true in theory. But the pragmatic reality is that the rear tires can only handle so much braking. The rear brakes are built to cover that (and a bit extra) without any help from the engine. Heat does play a role, but that’s usually easy to keep under control with a little extra cooling.
     
  4. GFoyle

    GFoyle Well-Known Member AMS2 Club Member

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    How does this actually work with the diff regulated classes like GT3, do you have the info on how the diff should be set for the different cars and set it according to that within the game (IMSA regulations and is it different from what it is for WEC and LMGT3 for example what comes to differential)?

    If so, I would assume other sim devs would do the same and not set based on their preference, especially if highly different from IRL values (also assuming that the diff is simulated well enough in the sim of course).

    For default setups in cars where power and coast ramps can be adjusted, it's quite clear that at least on rF2 and LMU, in a lot of cases, the setups are not exactly set up for turn in and mid corner rotation (main reason I tend to dislike those default setups and end up always opening the diff for those scenarios in those sims almost always and also the reason why I dislike driving fixed setup series on those sims). Though I have to say I find the coast ramp often AMS2 also a bit too locked to my taste and open often it by few degrees.
     
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  5. steelreserv

    steelreserv Well-Known Member Staff Member AMS2 Club Member

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    Maximizing braking in passing zones leads to more passing potential. There is really no "perfect" answer as to whether to use more engine braking or not. It is a driver's choice and with that comes with positives and negatives.
     
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  6. steelreserv

    steelreserv Well-Known Member Staff Member AMS2 Club Member

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    IIrc the regulations are that the differentials are non-adjustable except for preload, thus they are hidden on the setup screen, not that they are exactly the same. Even if the ramp angles were visable and adjustable for classes like GT3s, there is a lot more going on with the forces behind those settings as well. So we use the information we have to closely align the locking forces that are appropriate for each car with enough margin for adjustability to suit every driver.

    Differentials behavior between sims largely depends on slip/grip tolerances of the tires though, so it would make sense of a tire with a small slip/grip tolerance requires more locking in all phases to keep the cars in what drivers sense is more of an "on-rails" feeling. This is at a cost of snap OS of course, which just so happens would indeed be helped with softer torque curves on throttle.

    The ultimate point here is that there is adjustability in the differential along with all of the other mechnical components in the event the default setup doesn't suit a particular driver.
     
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  7. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Still on the "floaty" subject, the other thing that change this perception is a more direct steering wheel. Changing steering sensitivity (let's say to 75%*) makes the car seem much more in line with other sims (LMU, rF2, RR comes to mind).
    AMS2's steering is very numb near the center (lack of "bite") and with some really floaty camera parameters (user dependent) can make it a lot worst.

    I wonder if this could be a related.
    And BTW, kudos to Reiza.

    * just a side note: the virtual wheel behaves the opposite way - it turns less when steering sensitivity is increased
     
  8. GFoyle

    GFoyle Well-Known Member AMS2 Club Member

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    It's impossible to say what people mean by "floaty"... for some, it might be because of the camera or ffb (maybe something specific in ffb) for others it might be actually how car handles in certain situation(s) etc.
     
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  9. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Anyone using an actual wheel as a controller, in any "sim," should use fully linear steering (i.e., no fudging of the curve by the game or your own wheel control panel). Why add distortion to something so basic as steering unless you are playing a drift video game or similar?
     
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  10. Danielkart

    Danielkart Well-Known Member

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    By "floating," people mean that the car doesn't feel connected to the road. You can reduce or mask this with setups on the car, with camera angles, or with FFB. But with certain cars, it will remain, and in my opinion, that's due to the physics of Ams2. It can be improved, as the comparison of GT3 to GTE, for example, shows. GTE are significantly more connected than GT3. Maybe not everyone can feel it, and maybe not everyone wants to feel it. But it's definitely there.
     
  11. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    For sure. I can only speak for myself, and I expressed just that. With the same car, the same wheel amplitude (i.e., 540º on a GT3), and default setups, another sim can manifest better ‘directional control’ than AMS2. The action around the center is one that stands out tall in that landscape.

    I’m very results-driven - anything that resembles reality to a higher degree is, by definition, ‘better.’ Sim racing is different from driving a real car: a true simulation would require modeling the exact same number of real particles in quantum space… everything else is just a shortcut. AMS2/ME handles graphical shortcuts quite well and is considered a benchmark in that regard.

    But how do I know if the slider at 67.5% is actually more linear than at 50%? How do I know how AMS2/ME implements this? And how do I know if other sims operate in the same ‘shortcut’ arena - perhaps applying a curve that feels closer to rack forces but is mathematically inaccurate and further from reality?

    I use a formula wheel, and I can think of a few reasons to set the slider above 50% - but not when driving formula cars. :D
     
  12. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Are GT3's in turn also more connected than GT4's? (Yes, IMO.)

    Does the Advanced Trainer feel more connected to the road than the basic one?

    I hope so, because that's how they should/would feel in real life based on their tires and design of the cars.
     
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  13. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Agree that this is an issue--the UI in many games does not help to find or identify the linear/neutral setting that allows the game to be played as the designers intended (without external distortion).

    Even worse, trying to find a neutral, distortion-free setting on a DD wheel control panel. I want to feel the FFB from the game, not some filtered or boosted generic settings provided by the wheel manufacturer. At a minimum, there should be an easy way to one-click to get rid of all that so you can test it and then add-in anything if you are not happy with the "real" FFB provided by the game.
     
  14. Danielkart

    Danielkart Well-Known Member

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    I think both positions are correct. Marc is right; the goal should be to remain as linear and neutral as possible, like in other simulations. Joachim is right, because sometimes this linearity or neutrality feels wrong, and who says it's really neutral? The best example is the new VNM bases; forget everything you previously thought was right about DDS. Here, there's linearity, but there's also the opposite. And it's precisely this mix that makes it extraordinary and feels right, or closer to realism. I think we should learn to think outside the box without explicitly insisting on one thing.
     
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  15. Danielkart

    Danielkart Well-Known Member

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    Unfortunately, I have to disagree with you here. All bases have filtering, and all bases have filters, and it can even be beneficial. I think you should reconsider your preconceptions here, because it doesn't work that way anymore. Software and hardware have changed a lot, and so have the settings. A Simucube, for example, has a reconstruction filter, the most important control for this base. And there are other examples of filters and their effectiveness.
     
    Last edited: Aug 20, 2025 at 7:00 PM
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  16. GFoyle

    GFoyle Well-Known Member AMS2 Club Member

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    I honestly don't think everybody who uses that term about AMS2 means that exact same thing by it.

    I personally don't get that kind of "not connected to road" feeling, even from the GT3. There is something different there though for sure, but my brain interpretes as somekind of "flex" or "play", which would maybe be combination of tire flex, chassis and suspension movement. I tend to get this kind of "soft" feel (I guess some call it "boaty"), which I think is partially related on how the suspension works and is often setup (very different from something like rF2/LMU and ACC)

    Then there is that what I feel is very big window where you can have this neutral steering kind of behavior, that is definitely different compared to the sims I have played. Usually the faster the player, the more obvious that is.

    GTE are definitely more connected and less "boaty". Not sure is it the tires (wider as well), higher aero, less weight, but there there is definitely less of that "play" there, even in slow corners where the aero is not a factor.
     
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  17. Danielkart

    Danielkart Well-Known Member

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    I get this feeling of flying very strongly in GT3. And I'm not the only one who has this "problem." Try playing a different sim and then switching back to Ams2. Then you'll become even more aware of this feeling. But as I said, there are other great cars and combinations for me, which is why GT3 is less important to me. This is just my personal opinion of these cars, nothing more and nothing less.
     
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  18. scotch lafaro

    scotch lafaro Active Member

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    But for those you love gt3. It very important. And there are not really other game with imsa a d 70 tracks to drive in multiclass.
     
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  19. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    My best bet/hypothesis is that the issue is related to car/world rendering in cockpit view, since the car seems to pivot around the driver’s seat (the ‘center wheel sensation,’ as some call it). But cars aren’t obligated to rotate around us (egocentric simracers) :D.
    External views show no evidence of disconnection, so I conclude that the problem is not related to car physics but to the graphics engine itself.
     
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  20. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    I'm not saying DD wheels don't need filters and settings designed to mimic a mechanical (real world) wheel--of course they do because without them they feel nothing like reality. I am saying that a "neutral" or base line setting that minimally interferes with the FFB in a game should be a single-click option, or the default setting.
     

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