Hi guys I have been following this game since January when I was looking for something less focused than ACC, less expensive than iRacing and less clumsy than AC. Like many other people I felt that the car handling was a bit off, It got a bit better after the "minor thread adjustments", and the Stock 2024 and F-Ult2 shows that Reiza is doing a great work and 1.6 is going to be massive for fans of sim racing. This post is not about tyre physics but it is related to that. When I am going fast on AMS2 and I push the brake pedal hard I have noticed that the external view from the cockpit camera does not get affected as much as other games. What I like is to see the external view "offsetting upwards" when I am doing heavy braking, that creates a big sense of the weight transfer happening. I have been tweaking the camera settings and if I'm not wrong the best settings to get this result is: Code: USE LEGACY HEAD MOVEMENT - YES HEAD MOVEMENT - 0 The G-Force effect values are good to tweak but they work in a different way as you can see the bonnet and cockpit being affected by the g forces. A bit of that can help to add to the mix. If you are happy with your camera settings please share them here. But the point of this post: Even with the camera heavily fixed to the car the road ahead does not offset upwards that much as in other games. My guess here is that Reiza is being honest and represent the front dip as it actually happens.They are racing cars with stiff suspension after all. To test and tweak I'm using the Ginetta GT4 with default setup on WWT Oval. And putting my finger as static reference on my 34" monitor I can see that the world ahead offsets upwards like 1cm. It is not too bad and it is probably realistic, but I have noticed that on ACC the tilt seems to be deeper than that, I am not sure how they accomplish that, maybe it is a dirty sim racing dev trick to create a strong sense of weight transfer but it certainly helps a lot and I miss it on AMS2. I guess Im a weight transfer nerd, Looking forward attaching an active belt to my sim rig in the future so I can be strangled to death in happiness when Im heavy braking.
Weight transfer has nothing to do with chassis movement. Weight transfer always happens about the same, no matter if the car dives or stays perfectly level. (You can even create anti dive geometry that raises the front under braking if you'd like to) If you want more front dip then you need to decrease stiffness for springs and damping. Physics wise a lot of stuff will change for 1.6 but race cars aren't diving and squatting as much - you can also limit that behaviour in ACC with cars that have adjustments unlocked for dampers and springs, also bumpstops.
What I was trying to say is that in ACC the dip seems to be exaggerated visually and that gives a visual clue of the weight transfer. That is the impression I have. And it works great.
It depends on the car and setup. Rallycross cars dip significantly during braking and squat during acceleration.
A simulation will always exaggerate "reality" a little because it has to compensate for the missing G-forces differently. And every simulation does it differently, but that doesn't have to have anything to do with reality. You said you're a "nerd" about this. Then I would advise you to use Motion or a belt tensioner to strongly simulate the movement when braking or accelerating, which actually has little to do with reality but it will increase your immersion many times over
I disagree with the idea that having a "pantomime" instead of real world car/head movement is a good thing. If you rely on a false visual/sensory input then it's going to affect your ability to drive. I understand that staring at a screen and actually sitting in a car are totally different things (a lot of steering wheel feedback you would actually be feeling through the chassis IRL). I do think that being able to modify the degree to which your in-game head moves (e.g., your helmet view moves around as per the motion of the car) may help this issue for you. Could even simulate the neck muscles tiring at the end of a long race if you really wanted But please let's not play make believe with how the cars behave. Striving for accurately simulating reality should be the goal - and I believe it is. Especially with comments made on changes forthcoming in 1.6, it sounds to me like we're there now. I should really free up some space to install the beta
New sim racing startup idea: force-feedback neck brace. We could do F1, GT3, even classic Group C profiles!
I think Gran Turismo has always been the leader when it comes to using 'enhanced' front suspension dip to suggest weight transfer. Personally I think it's a legitimate technique to fill in for missing G-forces, just like FFB is. 'Playing make believe' is exactly what all simulation games are doing by definition to my mind.
I think having the option could help for some people, but I certainly don't want such a feature forced upon me. I've never needed it before and I don't want it now.
To me, “pretend” is, by definition, exactly what all simulation games do. A very good and short description from you and exactly to the point
I've had another look at this and I think it's as much to do with camera movement as anything. The softer suspension cars do dip the front just as you'd expect, but the camera tends to stay put as the nose goes down. I usually run with legacy head movement at 30, but I tried it on zero (fixed to car) and it's still not directly dipping with the front end. I also tried upping the vertical g-force, but that affects more just bouncy up and down movement of the driver. The front bumper cam is also fixed ahead rather than being like a GoPro attached to the car. I think OP has a valid point, and it's hardly a question of forcing things on people, it's just a choice. If you run the tyre temp HUD widget on a Lotus 49 is that sim or not sim? MP name labels? Accelerated time? Restart race after a crash? What's realistic or a gameplay choice depends on what you want out of the game.
Im glad that my OT makes some sense. And of course I would never want anyone to force unrealistic settings on a sim. After a few days running only AMS2 now I am back to AC and I feel that the car visual dip is way too pronounced, I feel Im driving an old banger now. Typical sim racing. With formula cars the dip is minimal though. A visual dipping factor slider would be a good idea. I think the extra dip would help a lot to people learning techniques like trail braking.
Consid/er adding an option to adjust the visual front dip during braking in AMS2.This feature could enhance player experience making it easier to learnn driving techniqu es like trail braking