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Physics discussion thread

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

  1. DaWorstPlaya

    DaWorstPlaya Well-Known Member

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    I can tell you on a motion rig, you can definitely feel the longitudinal load shift under braking. The nose of every car in AMS2 dips like they should IRL regardless of how stiffly sprung the cars are. That being said, I understand most simracer don't have a motion rig setup. They mostly use their wheels to detect this effect.

    The problem is; folks used to other sims use the wrong terminology aka "broken physics" aka "floaty" aka "doesn't rotate properly". Vs just saying there is a "lack of FFB" under braking and they can't feel the front tires. They blame the physics engine which is incorrect and honestly absurd. When they could just say, the feedback from the FFB is lacking under braking and trailbraking. It doesn't provide the exagerrated front weight transfer feel they get in other sims, so they don't know what the front tires are doing under braking and turn in. See how simple and easy to understand that is?

    That being said, maybe Reiza could tie in the front suspension getting loaded like Assetto Corsa which might need a rewrite of the FFB on the Madness Engine. Personally I find the exaggerated feel of wheel getting much heavier under braking unrealistic, but again this is simracing and I don't think there is any harm in trying to provide this FFB effect to fellow simracers. I would rather see AMS2 get a great reputation in the Sim Racer community.
     
    Last edited: Jul 20, 2026 at 12:03 AM
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  2. Gergely Koszegi

    Gergely Koszegi New Member

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    I noticed this became a thing recently, clearly noticable with the GrA 190E, using the stock custom FFB (damping and smoothing zeroed).
     
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  3. SpaceYam

    SpaceYam Active Member AMS2 Club Member

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    Honestly, I don't think any sim will ever be a perfect replication of real life. I think if people spent less time worrying about "XYZ is better than QRS" and more time racing, they would still be developing the same skills that transfer between racing sims. Even AMS2 in its "worst" iterations of physics (and I don't like to call it that) is still developing those same important skills in terms of identifying weight transfer, overloading tyres, slip angle, trail braking, etc. And likewise if someone started off in AC or RF2 (both of which I've gone off of, for various reasons), then they're still going to develop those same skills that will then transfer to other sims. Er, this is a long way of saying I agree with you. Personally I think people can do what they want, I just dislike "My game is better than your game" "Why" "Because I don't like it"
     
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  4. SpaceYam

    SpaceYam Active Member AMS2 Club Member

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    I was baffled about the "floaty" term for so long until I finally realised (after playing R3E and ACC a bit more) that what they ACTUALLY mean is "it oversteers more than I'm used to". Those other racing sims understeer like mad (as does AC) which is a direct contrast to AMS2 where coupled with the realistic throttle model, it's easy to lose the rear end when you apply too much power - just like you would in real life.
     
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  5. GFoyle

    GFoyle Well-Known Member AMS2 Club Member

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    funny thing is that it doesn’t feel like ”it understeers like mad” when those other sims are your main and you are learned to rely on things like trail braking deep to keep the front loaded and rear light enough to make the corner effectively. The same way ams2 doesn’t feel floaty / oversteery if ams2 is your main sim and whenever others try it and complain about the oversteery / floaty nature (especially if applying those things you rely in other sims to same degree), many ams2 players are like wtf are u smoking (and often get highly defensive)
     
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  6. DaWorstPlaya

    DaWorstPlaya Well-Known Member

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    Yea honestly, my personal experience, trailbraking in AC and iRacing seems to be a bit exaggerated compared to IRL. In real life, it's really easy to overload the front tires under hard braking when you enter a corner with too much braking and steering angle. When you do that; most cars tend to "plow" into the corner aka understeer. My experience is, you need a feather touch of braking (on powerbrake assisted cars) as you start to turn, so as not to overload the fronts because it is so easy to do. Trailbraking tends to be an exercise in feathering the brakes as you start to turn.
    It was why the early version V1.6 felt so unrealistic to me, when you would lose the rear under aggressive trailbraking vs losing the fronts. Again, this is something you learn over time if you have real world experience. Something Gamer Muscles and his bandwagoners don't have.
     
    Last edited: Jul 22, 2026 at 1:03 AM
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  7. some evild dude

    some evild dude New Member AMS2 Club Member

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    I've been driving a Ford Focus 2014 hatchback for a few years. Even though it's not in this game- that would be cool- it also reminds me of how often the devs for other sims pay off actual drivers for their games to promote to them...LOL. It feels like a nice compliment that Reiza to spends their money where it matters and always make a promising update. I feel like adding that the Focus can really romp on the breaks. I tested this only one time and it freaking hurt. I only traveled 10ft from 20mph and it literally felt like a car accident.
    Now back to the main point(front) the car can easily peel out at the front with only about 160hp to begin with, which makes it pretty easy to relate with this sim regardless. Good communication with fairly tight suspension and light weight of 2400lbs, really makes the car feel sporty with all things considered. These small details are important to remember, because I've mentioned before the significance of balance. I can see for real, that Ford gets it and I believe AMS2 gets it most of the time.
    The formula is simple: for fast movements, you want tight springs, but fairly soft damping. For large sweeping movements, it's just the opposites. Soft springs and moderate damping can be combined with stiff ARB so you get good longitudinal grip. This will help with launch, but serves no purpose for braking, since all 4 tires are applied and always have been. Cornering grip is where it gets interesting- soft setups will actually help until it bottoms out. When at higher speeds, it gets worse, due to air flow getting under the car since it leans so much. This will add to the effect of pushing the car upwards, but without changing it's MASS. I go into detail here, because I feel this conversation will go on forever and want to cover all the bases. I do base everything on fact here so no worries. To me, it seems that aero is just a tad under influenced when it comes to height and rake of a car. As the mechanical grip however, is far superior and matches everything I've driven irl without question. I've driven many sims- almost all of them, but always seem to be satisfied with an "official racer" blowing up the web with their one comment of realism. I don't think we need to worry. We don't want everyone here since that would include kids that can't drive and hackers galore lol. I'm pretty happy.
     
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