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Track grip progression in Ams2

Discussion in 'Automobilista 2 - General Discussion' started by Kuerva, May 21, 2020.

  1. Kuerva

    Kuerva New Member

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    Hi!,
    I would like to know the progression of the grip with the passing of the cars, etc. is implemented in the physics. I have not seen any value regarding the grip of the track and I would like to know if it is implemented how it works or will be for 1.0.

    Thanks and great work! Keep going!
     
  2. Ivysaur

    Ivysaur Well-Known Member Reiza Backer

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    Currently its always optimal. Hoping this feature from AMS 1 will come too. It's awesome when transiting during raceweekends, etc.
     
  3. Kuerva

    Kuerva New Member

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    But it is a wish or is the grip progression confirmed by Reiza in future updates?
     
  4. Shadak

    Shadak Active Member

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    Its not on the current roadmap so unsure. But I would have hoped this is something that would be included in a high end simulation at some point. Especially if it was in AMS1.
     
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  5. Kuerva

    Kuerva New Member

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    OK thanks.
    If they want to be one of the top modern sims, I think that the progressive grip is something basic. I do not know if the physical engine is prepared for it, if not, I do not know if Reiza will have the ability to add and modify the core, I hope so.
     
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  6. Kuerva

    Kuerva New Member

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    Anyone know if Project Cars 2 has this feature?
    If it has it should not be a problem in Ams2
     
  7. Lukas Macedo

    Lukas Macedo New Member

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    Short answer: Yes, Project Cars 2 has it.
     
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  8. MarcG

    MarcG Active Member Reiza Backer

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    I don't think that is correct, in Test Day and Single Race I've certainly felt the track grip increase over a session. Time Trial is "optimum" for everything including track.
     
  9. Renato Simioni

    Renato Simioni Administrator Staff Member

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    Livetrack is indeed working, the visual cue for the track rubbering however is currently broken following some recent road shader changes - should be fixed next week.

    Since currently LT sets track state to "green" with every new session, we┬┤ve elected to keep green somewhat rubbered in - equivalent of medium track usage in AMS1, hence less range to fully rubbered in. Do a 10 lap race against 20 AI cars at Kansai for example and the the change in grip levels will be noticeable.
     
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  10. John Hargreaves

    John Hargreaves Active Member Reiza Backer

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    It took a few patches for the all visual clues for LiveTrack to fully get into PC2 after release also, but once it was all in it was a very immersive aspect of racing. Rubbering up of the racing line, drying line on a wet track, gravel staying on the track where cars had run wide etc. Looking forward to seeing it in all its glory.
     
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  11. Scoops

    Scoops Member

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    A video of it in action to pass the time

     
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  12. Guga

    Guga New Member

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    This, is cool :cool:
     
  13. Kuerva

    Kuerva New Member

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    Thanks for the info!
    I've been watching some videos about livetrack 3.0 and it's just amazing. Ams2 could become my favorite simulator, I can't wait to see the competitive system and everything to come regarding content, I would like content from different most famous classes of motorsport, but this base seems very solid to me and the ffb is incredible!.
    Keep going Reiza!!
     
  14. kkdrummer

    kkdrummer Member Reiza Backer

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    Do you guys know if in pc2 the track would rubber in over a race weekend? Or would it reset for every session?
     
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  15. David Wright

    David Wright Active Member Reiza Backer

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    It rubbers in over a weekend.
     
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  16. Shadak

    Shadak Active Member

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    This is great cant wait for the visual representation!
     
  17. kkdrummer

    kkdrummer Member Reiza Backer

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    This is great to know. Hopefully it is implemented in AMS2 as well.
     

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