Physics discussion thread

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

  1. Danielkart

    Danielkart Well-Known Member

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    I don't know, Joachim, whether it has to do with physics or something else. It would all be just a guess. But because in other cars this feeling isn't there, or it's very reduced with the same camera movements, my guess is more likely to be tire physics. The fact is, this feeling is very strong in GT3, too strong for my and many other users. But as I said, I don't know.
     
  2. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    I didn’t really want to get into this , i will likely get attacked, but there isnt an issue with Floaty Tire or Physics , and even default set ups which is really down to user preference and if making changes to the setup give you a desired result then things are working as they should.
    one person’s easier set up is another persons “this thing won’t turn “ set up.

    It just a perception, and like anything in life , perception is based of what information you have .
    A lot of People including various sims over the years have come to the philosophy that FFB is ment to be realistic steering forces, despite that not being described in the phrase at all .
    I’ve always been of the mind that it simply means Motorised feedback of information, it a different philosophy.
    it doesn’t matter what the output device is , its job is to give you information, and in sims we mostly use steering wheels, which irl are very benign and don’t feel you much at all.

    The issue many sims have including Ams2 is a tendency to model FFB on the post effects on steering rack , By that i mean , the response of the rack taking into account the dynamic load after the suspension has reacted. depending on what each sim has decided is to be the fulcrum point in the steering system, it might be one point or more too , Which isn’t wrong and is a mathematical and modeling methodology that one could expect when trying to simulate steering systems.

    You will always feel above the track because between you in the seat and the track is a bunch of moving parts designed to absorb load, so it’s often relying on yaw to tell you how far your leaning on the grip . Yaw is an inherently delayed effect, as it takes time to adjust to the weight through the suspension.

    The part that is most directly in contact with the track and the steering rack is the tire .
    If you make the tire the primary load signal it gives a constant ( but still dynamic) connection to the track .

    Using the grip , scrub and tyre deformation to communicate the load on the front axle not only gives a variable range of load in real time , it also helps feel the difference set up changes have on the tire load in relation to the track and steering angle .

    This is the method i have always tried to use even back in PC2 and luckily we have that option in Ams2 ( custom) .

    Other sims don’t and your stuck with whatever interpretation they implemented and for some that’s fine for others it’s a turn off and they may not use what’s otherwise a really good product.

    In Ams2 i don’t feel any floatyness , only differences in bite and sharpness of different tyres across many different cars , and then combined with immersive effects like suspension behaviour and track surfaces applied in unison, but not necessarily combined signal and output with tire feel, I can drive with my own sense of reality, even if it’s not representative of realistic steering wheel feel, it is realistic information….
     

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