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Race Specific Setups

Discussion in 'Automobilista 2 - General Discussion' started by steelreserv, Dec 6, 2020.

  1. AdrianSPFC

    AdrianSPFC New Member

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    Hi guys, I love this game but there is a thing to bother me a little. The cars slides too much and it feels unrealistic. I saw a lot people complain about it too. I think its about the game physics. There is a way or trick to adjust the car before race to stops slides too much?
     
  2. aboe_83

    aboe_83 ABOE AMS2 Club Member

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    I think you make a a good point Adrian, to be fair...

    Since (I think) 1.5.5.6, the M4 GT3 in particular does slide around a bit too much when compared to before, when it drove like a dream, imo. I've noticed similar handling with a few other cars, too, though, so hopefully it will get back to how it was in another little minor update, if Reiza think the sims needs further adjustments.
     
  3. BrunoB

    BrunoB TT mode tifosi BANNED

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    Good point :)
     
  4. pimpi84

    pimpi84 Active Member

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    May I ask which car(s) in particular? I don't like slidey as well and if the cars you drive match the cars I drive, you could try my setup....
     
  5. Bull Shark

    Bull Shark "Later has already begun." AMS2 Club Member

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    I really don’t have a clue with car setups. But now I asked my best friend ChatGPT for advice and it helps me with all my questions etc. I just tell what track I drive, what car I’m in and tell what I feel when racing laps. Works wonderfully well.
    Just a tip for those who need more help with setups as well. :D
     
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  6. Horia M

    Horia M Reephur

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    I would recommend heavily against that... :oops:
     
  7. Robin_NL

    Robin_NL Member

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    Probably the wrong thread but I'm looking for a setup(gearing!) for BMW M Hybrid LM low downforce for the Le Mans track. It seems the 5-6-7 gears are too close and I can get it only up to 320/321kmh in 6th/7th

    Anybody?

    Cheers
    Robin
     
  8. wegreenall

    wegreenall Active Member

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    The two things I changed that made my driving experience a lot more enjoyable in the game was:

    a) Change the camera settings to zero movement, and set legacy head movement to Yes.
    b) In cars that seem to "slide", change the clutches count from 6 to 4 or 2 in the setup of a given car. This stopped this weird thing that would mean my car would keep turning when I didn't want it to (key example at the end of the back straight at the hairpin in Barcelona, always used to get me there). This is what I interpret to mean "slidey" when people describe it in AMS2. This made a world of difference, and I personally think 4 should be the default setup, but that's just me.
     
  9. azaris

    azaris Well-Known Member AMS2 Club Member

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    If you find a way to make the cars less slidy, make sure to tell Kevin Estre too:

     
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  10. wegreenall

    wegreenall Active Member

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    please, no unrealistic driving videos
     
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  11. neohuman

    neohuman New Member

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    I have tried these settings:

    Perhaps it helps?
     
  12. AllocDK

    AllocDK Active Member

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    There is a reason Reiza reset all setups - That is made for 1.5
     
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  13. neohuman

    neohuman New Member

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    well, I dont think that everything is now completely obsolete. For example, gear settings could be used in 1.6 as well.
     
  14. PeterV

    PeterV New Member

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    Overall the V1.6 cars (physics) remain extremely good - as per V1.5 was. The only thing they did 'excessively' (wrongly) is the rear tires and how they can break free without warning AND just keep going worse and worse - much like you were racing totally fine near the edge of grip but then entered a track area with oil all over the track, but ONLY for the rear end (tires)! Or maybe a better analogy is that some pump system began pouring oil over the rear tires, lol.
    They also (just like V1.5 did also) act like grass is ICE. But that is a track surface issue (in the game - the grass grip values).

    When Rieza say they changed PHYSICS of the game, they almost certainly only altered the parameter files of the cars themselves - not the game physics engine itself. And almost all (and only?) things they have changed are the tire file PARAMETERS - basically making them take longer to heat up (thus slidey for outlaps etc), and that greater loss of grip (at the rear only really) when the slip angle goes over optimal. But they did not get that rear tire 'balance' of all parameters correct...... and that is why it loses the rear end "escalating" and unsaveably.

    If you make a truly good setup you will have a car that is "alive" and on the edge - like a real race caris(!) - and still raceable safely, at the top lap times. BUT they will always have that 'sudden rear loss into an escalating slide' if you cross into that. That is INCORRECT is real terms, but you can race 99% safely and reliably. very FAST, without tripping that result (slide into spin) when you learn the car(s) and what NOT to ever do to reach that.
    Outright excessive rear end lateral G-Force will trip it (just as it would in any race car, but the issue is once tripped it escalates ongoing = unsaveable). And also. the same as just mentioned BUT excessive LONGITUDAL slip, from rear end braking (trail braking, or engine braking), ADDED into the Lateral G-Force also then, means it will trip it at a lower Lateral G-Force level than you thought/found that you could normally do fine.

    SOME cars have not had this rear tire 'flaw' implemented as strongly, but they ALL have it. It ruins the racing of some cars, but the "OK" ones are still extremely good to race.
    My top pick for the best 'realism' racing is the GT3 McLaren 720S EVO. You almost have to FIND a truly decent car in AMS2 (physics) and just dedicate your racing to that car/class. Or find the ones that are 'acceptable' and thus useful for good/great 'on the edge' racing.
     
  15. Michael3

    Michael3 Active Member

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    Cars reach a point of no return IRL. I guess it's ironic that they fixed the problem with people saying the cars were flawed in 1.5 because you could magically recover from anything only to find another group of people who are spinning now and believe that to be wrong.

    Drifting, catching slides etc is very much possible in the game. As for the 'I didn't feel a thing' try turning the TC down or off - and if you have see if adjusting FFB with a custom file improves it.

    I think the grass is about right (and was in 1.5) I think what a few of us noticed was the spin you had going wide at Oulton after getting a wheel on the grass that was very close to some onboard footage someone posted.

    But it seems kind of moot anyway because there's no drivable lawn mower in the game so we're not really supposed to go over the grass and it's definitely not ice. (Maybe a developer should add ice to a sim just to see what people complain it's like driving on when they can't control the car "The ice is like..err...teflon")
     
  16. shadow82

    shadow82 New Member

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    They just need to find a middle ground. Currently rear grip is too quickly over the limit and in most cases without any sort of warning, even on cars without TC. It is aggravating on GT3s and Hypercar because you should be able to rely on downforce at high speed. I had more spin than I can count in 4th and 5th gears with Hypercar in flat out corners than on the exit of slow speed ones. Never was I able to predict and recover them, I could go entire races without one, so I want to believe it is just a skill issue, but that's quite a big stretch. That's not how those cars should behave.

    In regards to grass, it is also overdone. Yes you should feel the loss of grip, but right now any rear tyre onto the grass is an immediate death sentence without any possible recovery.

    Overall 1.6 is a very good step, but those situations at the limit of the game engine ruin the experience.
     
  17. Michael3

    Michael3 Active Member

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    Ok you've convinced me.

    <....columbo walks back>

    "Just one more thing, if it couldn't possibly be skill why do you keep going on the grass?"

    And as I said it's kinda pointless fretting about grass because "just don't drive on it", but whenever I want to know about physics I always ask myself what would a mathematically skilled cheerleader think?

    5) Coefficient of Friction and Tumbling

    And they seem to suggest :-

    Material Average Coefficient of Friction
    Ice 0.15
    Grass 0.35
    Asphalt (Wet) 0.50
    Concrete (Wet) 0.6
    Asphalt (Dry) 0.65
    Concrete (Dry) 0.725
    Wood 0.725
    Rubber 1.16

    It's much closer to ice than you perhaps thought. Especially if you're doing a round-off back handspring or a round-off, three back handsprings, full.
     
    Last edited: Dec 19, 2024 at 2:16 PM
  18. shadow82

    shadow82 New Member

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    There is a difference between going on the gras and just touching it while pushing the car. None other sim have such drastic snap on grass when you just touch it. Heck check some pretty seasoned simracer (that also race the real thing...) getting caught by surprise and staying in awww trying to understand what just happened.

    But enough og that, let's see what the new version is all about, so far seems GT3s have been fixed.
     
  19. Michael3

    Michael3 Active Member

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    Is that the same as the 3 second rule that says you can eat something that's dropped on the floor?

    You're so fast on the grass the physics engine hasn't noticed you?
     
  20. Wolfgang Herold

    Wolfgang Herold I Like Liveries :) AMS2 Club Member

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    some complaint, some shake their head.
    Its always the same. I think its ok, to not be able to use it for advantage.

    I remember the iRacing exploit, where suddenly all pro drivers drove on gras in a train to cool their tires. and it was faster than all 4 wheels on tarmac.
    Totally realistic behavior of a sim :whistle:
     
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