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  1. #441
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    Quote Originally Posted by Prolar Bear View Post
    Makes sense. It's a great game, but Assetto Corsa is the new champion for pad users. It feels convincing even without FFB.

    ...that said, if I manage to move abroad and get a job I'll probably get a wheel hehehe.

    Unrelated: is anybody up for a test race (or a practice session, even) on AC next week?
    Me! Me! Yes please.

  2. #442
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    As long as the words "Lotus Elise" are not mentioned anywhere, (and the time zones work out), I'd be interested.

  3. #443
    Secondary Hivemind Nexus Faldrath's Avatar
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    Yeah, I'd be up for it as well, but I'd need to know the date with at least a few days to prepare (by "prepare" I mean negotiating with my wife and baby! The baby is a tough bargainer.)

    On more exciting AC news, Kunos just posted this on the book of faces:

    Dear AC followers,
    we are pleased to introduce RSR Nurburg, new official partner of Assetto Corsa. Working at the Nurburgring for the last 15 years, RSR Nurburg features a team of instructors and drivers among the best in the world, together with two permanent workshops and offices, one at the Nurburgring and one at Spa Francorchamps, also base of the Official Driving Academy of the Circuit of Spa Francorchamps. This partnership will develop on different ways:


    Nurburgring Nordschleife - As you probably know, the staff of Assetto Corsa is currently working on the reproduction of the legendary Nordschleife circuit, using Lasescan technology to recreate a to the centemeter exact copy of the real counterpart, providint unparalleled results in terms of realism and behaviour of the vehicles dynamic model. An equally important aspect of driving on a race track is the extensive use of reference points used by experienced drivers to use 100% of the track: RSR Nurbug's instructors have an extensive knowledge of the track layout and reference points and will co-operate with the development team to include all the visual and geographical reference points used by local drivers to assure the highest possible level of realism: thanks to this co-operation Assetto Corsa will be an invaluable tool to learn and master the most dangerous race track in the world.



    Handling and Dynamic model - RSR Nurburg and Assetto Corsa share an exclusive garage: BMW M3 E30 and E92, Lotus Exige S, Elise, 2 Eleven, McLaren MP4-12C, together with Nissan GT-R, Toyota GT-86 and many other cars that will be included in Assetto Corsa's garage. RSR Nurburg's instructors knowledge, developed driving the same cars on the most comprehensive race track in the world is an invaluable know-how: the dynamic model and handling of the in-game cars will be further refined and developed by the feedback of the instructors thanks to a professional simulator installed at RSR Nurburg's headquarters, chasing the perfect correspondence between reality and simulation.


    Tests, events and contests - Assetto Corsa's development team has already been supported by RSR Nurburg's team during the last trip to the Nurburgring Nordschleife, using cars from RSR fleet both for dynamic tests on track and for shooting. This kind of support will be extended to many more tracks like Vallelunga and Spa Francorchamps, where Assetto Corsa's development team will be able to use RSR Nurburg's cars for dynamic tests and surveys, with the ultimate goal to deliver the most ralistic and perfected car simulation. RSR Nurburg and Kunos Simluazioni are working together to close the gap between a simulated enviroment and real-life, with many initiatives to provide convenient services to all those who want to experience the thrill of driving on the track: stay tuned not to miss big news coming soon!
    Changing subject...

    Quote Originally Posted by hariseldon
    Gave GSCE another crack last night, but the FFB is nowhere near as useful as in iR, RF2 or AC and the cockpit moving around really pissed me off (I could probably edit a setting somewhere to fix that). For me, RF2 is still ahead then as my moddable/offline/league racer of choice, as while GSCE can offer pretty decent visuals, RF2 offers better handling and just feels more 'right' to me.
    Did you update the game to 1.15? Because you're the first person I've ever seen who doesn't like GSCE's FFB, so I suspect something could be wrong with your settings. Also, the cockpit movement can be turned off in the options very easily.

    It's a shame that you didn't like it, since you mentioned earlier that you enjoyed offline championships, and I think GSCE is the best choice we have right now - and bound to be even better when 1.20 comes out in a week or so, since Reiza said they're going to update the AI to be more consistent.

  4. #444
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    Yeah I used the sync program to get it all bang up to date. It just doesn't feel very weighty tbh.

  5. #445
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    I'm in the same boat as Faldrath as I also have a partner and young child so some notice would be appreciated! Gone are the days where I could just 'drop in' to something like this. For me, Monday, Tuesday or Wednesday would be preferable next week.

  6. #446
    Secondary Hivemind Nexus Prolar Bear's Avatar
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    Yo - let's organize this in the apposite RPSkid thread :D

  7. #447
    Secondary Hivemind Nexus Faldrath's Avatar
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    Here's a little tip for AC players with wheels: making a small .ini change can improve force feedback nicely. I tried it and the car does seem more responsive.

    I tried it in one of my favorite car/track combos, the McLaren GT at Blackwood, and I quickly improved my best time in over a second (without bothering with the setup at all). Blackwood is an amazing track, by the way, I'd say the best fictional track in the game so far (it's a conversion from LfS). Here's my lap, currently #7 in worldwide Rivali standings:



    (blame pepper for my recent video deluge). And I'm very aware I messed the lap up in the final few corners, I was much slower than I should have been, so there should be at least a few easy tenths there.

  8. #448
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    Aww, that looked quite alright! Yeah not perfect but often racing is about having the longer stamina!
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  9. #449
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    Very nice track indeed, I drove the turbo f1 Lotus around there which was pretty awesome. Good looking video too!

    Last corners were quite alrigth weren't they? I think there's more time in the stretch after the back straight tbh. Excuse the unsolicited advice, but from this lap it looks like you want to win all the time through the corners, while it's much easier gaining lots of speed, and time, on the straights.

    To be faster try braking a little earlier, maybe coast a little on corner entry. Be 100% in control going into the corner. Then nail that apex and floor it. You will see you can hit the throttle earlier. Then you are set up for the best speed out of the corner onto the straight.
    Also, try to have a wider and steady line into the uphill left hander by staying more to the right after the right hander before it. Maybe apex it a little later. You can carry more speed and hit the throttle earlier gaining more speed uphill.

    If you can hit that apex every time it will get so much easier carrying more speed in and through the corner. Better corner speed will come automatically once you stop trying to wrestle the car through the corner :)

  10. #450
    Secondary Hivemind Nexus alms's Avatar
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    Quote Originally Posted by Faldrath View Post
    Blackwood is an amazing track, by the way, I'd say the best fictional track in the game so far (it's a conversion from LfS).
    Wait there's no way that's a licensed conversion?!

    edit: nope, looks like the author asked and obtained an authorization for that.

    edit2: similar car from LfS if you're looking to improve

    Last edited by alms; 14-08-2014 at 09:22 PM.
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  11. #451
    Secondary Hivemind Nexus Faldrath's Avatar
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    @MommaB: thanks for the tips, always appreciated. What I meant was the approach at around 0:58, I brake way too early and too much (should have taken the turn in 3rd gear, not in 2nd), things like that. I'll take a look at what you suggested as well!

    @alms: thanks! That guy brakes much later than I do, I'm not sure if the McLaren in AC would be able to brake at the 50m sign like he does, but I'll try it soon anyway :)

  12. #452
    Secondary Hivemind Nexus alms's Avatar
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    Quote Originally Posted by Faldrath View Post
    @alms: thanks! That guy brakes much later than I do, I'm not sure if the McLaren in AC would be able to brake at the 50m sign like he does, but I'll try it soon anyway :)
    Replicating braking points is never a good idea, those come through practice and feel (and they might not necessarily be faithfully represented in the video you're watching)

    That was just meant to give you some ideas about where you could improve - I couldn't help but notice you were taking it easy through the chicanes, LfS drivers are very aggressive especially on the first one after T1: the more speed you can carry over to the straight, the more seconds you can shave off your time, so basically you'll want to accelerate into T1 all the way into the chicane while controlling the rear end so your exit speed is as high as possible.

    You'll even notice a massive (not very realistic IMO but if you can get away with it...) jump off the curb, he's almost cutting it straight, which might or might not be a good idea in AC.

    Same pattern for the two uphill chicanes on the back stretch, but broadly speaking, the longer the straight beyond the chicane, the bigger is the payoff for getting it right.
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  13. #453
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    If you have 2 corners (or indeed any sequence) close together before a long straight, one should sacrifice the early corners with an eye on getting the best possible exit speed from the final bend, as this is where most of the time is to be found. Some can be found then once you've done this by maximising the mid-corner speed on the preceding corners while still ensuring you come into the final corner at the same position and speed.

    While I'm hear, some RF2 porn.

  14. #454
    Secondary Hivemind Nexus Faldrath's Avatar
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    GSCE's 1.20 update is here, and it's huge:

    Cars:

    • Added Stock Car V8 2014 season to Stock Car V8 series
    • Added Formula Extreme series
    • Added Formula Vee series
    • Completed full Formula V12 field + updated graphics

    Tracks:

    • Buenos Aires (4 layouts)
    • Spielberg (2 layouts)
    • Spielberg Historic

    Features & fixes:

    • Added DRS functionality + rules (for F-Extreme / f-Reiza)
    • Added multiple qualifying rules (F1 style / Stockv8)
    • Added option to restrict prime / option tire compound selections per track
    • Adjusted StockV8 tire change rules so only 1 tire is changed at a time as per real rules
    • Revised tire physics on all cars in preparation to new tire model features currently in development
    • Added multiple tire compound options with corresponding tirewall colors to F-Extreme / F-Reiza
    • Adjusted dirty air physics for more realistic behavior
    • Adjusted engine cooling properties in all cars
    • Adjusted AI performance for wider range specially in lower strentgh settings, and more consistency all around from track to track, series to series
    • Fixed bug with AI performance discrepancy from quali to race (RaceQualRatio=XX parameter now works in AIW files, lower than 1.0 value will result in slower qual times relative to race, higher values will do the opposite. By default AI should be about 2% faster in quali; remains an issue with AI being too quick in practice sessions)
    • Increased rearview mirror resolution for all cars
    • Corrected FOV / POV + tv cameras to the same standards for all cars
    • Updated rumble sounds to be more "bassy" on all cars (for Buttkicker and other similar systems)
    • Adjusted trackside cameras in all tracks for more realistic framing / tracking
    • Adjusted some inconsistent road & terrain properties, fixing some overdone high frequency bumps
    • Various environmental / lightining enhancements (new skies / fog and other updated shaders);
    • Introduced new Foliage shader which looks better & is more optimized to provide performance boost
    • Added 3d tyre lods at Granja Viana to help ease performance issues
    • Added 3d Armco at Interlagos

    Known issues:

    • The F-Extreme ERS system has been simplified for this release - basically, the battery is fully charged all the time and the power blending still needs work, meaning the driveability under throttle is not quite what it should be yet;
    • The AI for the F-Extreme does not use 8th gear or DRS;
    • The hard compound for the F-Extreme & F-Reiza does ot have its proper grey Pirelli sidewall label.

    All these should be sorted out in time for the next update.
    Formula Extreme is F1's 2014 season, the cars are great. Mods can be a bit messed up right now, and be sure to clear your Shared folder inside Gamedata before updating to prevent crashes.

  15. #455
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    Did you feel a disturbance in the force earlier?

    Don't worry - it was just Mr "Pad or nothing" here doing his first race in iRacing (MX-5 - Lime Rock Park).

    Good News
    I jumped 3 people at the start ;0
    I didn't kill my car - or anyone else's car for the rest of the race either!
    I pitted without causing a pile-up too
    I crossed the finish line within 1 sec of the winner (*coughs* +1 lap *coughs*)
    I wasn't last - well, so long as you count people who disconnected (12/20 people who started!!)

    Bad News
    The car felt different that it had on my 20-odd practice/warm-up laps - it was looser which added to my nerves about 2000% (I guess tyre wear is different in-race?)
    I did spin once and whacked something - fortunately nothing broke!

    My fastest lap (faster than practice) was a 1.048 - most of the other racers were putting in low 1.01s but I've not even touched the setup or tried the other MX-5 which I'm told is different other than being LHD so I'm sure I can narrow that a touch.

    So - can you iRace with a pad - YES

    Can you compete - Not yet, that's for sure ;0

    iRacing's setup for pad steering is quite limited, it works but it's twitchy and lacks the precision you need to be really quick. There's also the matter that you can take your hand off a wheel to hit a button but I can't (left hand steer - right hand gas!!) so I need to customise some stuff better.

    Thing is tho - racing isn't about being super-mega-quick, it's about being consistently quick and keeping out of accidents so I see no reason you can't play with a pad, so long as you're not planning to win the Internets ;0

    Now I need to lie down for a bit...

  16. #456
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    Quote Originally Posted by trjp View Post
    Bad News
    The car felt different that it had on my 20-odd practice/warm-up laps - it was looser which added to my nerves about 2000% (I guess tyre wear is different in-race?)
    Watch out for the weather. If you go into a private test session then it frequently sets the weather to "iRacing Default", which can be wildly different to the in-race settings. Even if the temp happens to be the same, the wind strength and direction is probably going to be different, which can change your entry speed to certain corners.

    Grats on racing though, and proving the pad is viable! Can you share any controller settings you used to set up the gamepad? I have a few friends who want to take advantage of the free three months but aren't convinced they can survive with a pad.

  17. #457
    Secondary Hivemind Nexus alms's Avatar
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    Quote Originally Posted by trjp View Post
    iRacing's setup for pad steering is quite limited, it works but it's twitchy and lacks the precision you need to be really quick.
    The big problem I had in the past on the pad (long before getting a wheel I was looking for ways to avoid buying one) is that you need a mapping with a wide enough range for low-speed maneuvering and other stuff (e.g. emergency countersteer) while at the same time having enough center area to set up corners, keep the rear in check and make fine adjustments at speed.

    Given that a pad's stick only covers about 90d, that for me equated to squaring the circle. The compromise was always a little off somewhere and the driver has to make up for the limitations of the controller.

    As your post pointed out, you need to be both consistent and have the ability to adjust to conditions (tire wear, temperature, wind, and whatnot), so the pad ended up being a lot of stress especially when going past a few laps.

    The high number of drop-outs in your race is suggestive of first-timers because in iRacing coming in last is way better than DNF. So keep going, and let us know what happens when you climb the ladder.

    (crap now I want to throw the Miata around instead of shattering frozen goblins)
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  18. #458
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    Pad settings in iRacing come down to setting 'Range' for the actual stick and "Map Range" for the real wheels - iRacing then uses some sort of Speed Sensitivity to parse between those and the real car's lock - somehow - something - magic - etc.

    During the setup wizard, if you say "I have a Joypad" it sets Range to 60deg and Map Range to 360deg which means you're driving a quite twitchy car.

    Upping the Range gives you more progressive control but less 'dead ahead' and slower reactions for catching a slide - I ended-up somewhere between 140-180deg depending on the car (with Map Range set to 360 throughout)

    All that fiddling knocked over-a-second out of my best lap - switching to the other (LHD) MX-5 took a bit more (it's gearing is better for Lime Rock?)

    I'm sure I could get myself a 3.0Sr but the quicker cars are MUCH more of a handful - even the Spec Racer is a big leap in 'talent required' from the MX-5!

  19. #459
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    Folks will tell you that Lime Rock Park and maybe Okayama are the only places you should use the right hand drive Mazda, because of weight distribution - LRP only has one left hand turn.

    Almost everyone uses the left hand drive, "Cup" Mazda almost everywhere else, because, as you mention, the gearing is better - the Cup has six gears compared to five for the Roadster, meaning smaller rpm drops when you change gear in the Cup.

  20. #460
    Secondary Hivemind Nexus Grizzly's Avatar
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    The PTMU 1.75 mod for shift 2 was just released, which turns the handling of Shift 2 into something ... rather different from stock. Let's see if I can't get a modded version up and running.
    Because dat porsche 918.

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