The online racing simulator
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atledreier
S3 licensed
Links to mods? That looks SWEET!
atledreier
S3 licensed
I guess much of the difference in "feel" between AC and GT is due to FOV. Can totally transform a track.
atledreier
S3 licensed
0.7
- New car Lotus Exos 125
- New upgrade Lotus Exos 125 S1
- New track Nurburgring GP
- Less noisy bodywork sound for GT cars
- Fixed hotlap penalties always on
- Friends Leaderboard :: filters lap for hotlap mode
- Some performance improvements
- Replay size reduced by 25%
- Gui now restoring hidden apps on exit
- Fixed Gui issues on apps
- Fixed smoke issues on replay
- Tuned low-level settings for smoke
- Fixed time attack start
- Some texture update for Autodromo di Monza
- Anticipated pit limiter when entering pitlane for Silverstone and Silverstone International race circuits
- "New" badge in UI cars thumbnails
- New "special tags" filtering. When you select a player car, the AI opponents selection is now suggesting similar cars. You can of course dismiss the special tag and choose more
- New "add visible" and "clear grid" buttons in custom opponents panel UI
- Launcher theme optimizations.
- Personal best lap is now recorded if penalties are off - steam achievements and online leaderboard times are not.
atledreier
S3 licensed
Don't hold your breath, dude.....
atledreier
S3 licensed
Joux Plane updated again. Tree collisions fixed.

http://www.kegetys.fi/another- ... update-for-assetto-corsa/
atledreier
S3 licensed
Quote from FireMike15 :That's the question. I bet this is the new hans system.

H.A.N.S. (Head And Neck Snapper)
atledreier
S3 licensed
Ouch, that would hurt....
atledreier
S3 licensed
Reboot.

Make sure you have all the latest firmwares. I've had isses with mine losing touch with the computer, only solution is a reboot in my case.
atledreier
S3 licensed
It's more that the cars actually react to bottoming out now, so you have to setup accordingly.
atledreier
S3 licensed
It's accurate, but scaled down significantly. Celle itself is a 20 house village, but the map overlay is pretty accurate, apart from scale.
atledreier
S3 licensed
pgUp/PgDn change the exposure
atledreier
S3 licensed
Yes, geometry play a big role in feel through the column, but I've drifted different cars, and they all have the same general behaviour.
atledreier
S3 licensed
I agree that LFS is overly forgiving, and that is a combination of many factors, no small part the mathematically smooth track surfaces. I like the bite of the AC model, but wether it's FFB or tire model or something else, the slide recovery end up in tankslappers far more often than in real life.
atledreier
S3 licensed
Well... "Just as good as LFS" ... I'd prefer to compare to real life, where getting out of the drift feels more intuitive.

I do agree there's an element of skill involved, and I've drifted alot more in real life than I have in the sim so far, so there's that... :-) But LFS still feels more intuitive and "right" to me so far.
atledreier
S3 licensed
Yeah, it's easy and intuitive to catch the slide, but the recovery is awkward at best.

Look at the recovery in my real car,it's just effortless and intuitive...

http://youtu.be/0JgIK2eUZFI
atledreier
S3 licensed
Even my T500 feels aawkward at the slide recovery. The slide initiates pretty well, but even so the recovery just doesn't feel like a real car.

http://youtu.be/KinpdPM-l3g
atledreier
S3 licensed
With the ffb gain too low the wheel isn't fast enough to catch the slide. So many, me included, agree that the slide recovery is a little off in AC compared to real life and (to a degree) LFS. The initial slide feels brilliant and very "real" in AC though, I gotta give them that. :-)
atledreier
S3 licensed
I just like to figure out what the settings ACTUALLY do, instead of relying on some friendly name. That makes it much easier to know what to look for when setting them.

See, damping will reduce rattle, but it's not the primary function of the effect. Filter will be a much less intrusive way of filtering out the rattle and leaving the other forces alone. But someone experimenting by observation alone will try the damping and see the rattle diminish, and maybe not immediately notice the slower response and other ill effects the damoing has.
atledreier
S3 licensed
Ok, so damping is a true force, then. Inverse of the rotational speed, maybe? Probably something simple like that. And filter is a normal lowpass filter, I guess.
atledreier
S3 licensed
How is that different from filtering?

Highpass and lowpass, maybe? Filter is a highpass, it takes the rattle out, and damping takes out the slower oscillations? How does that affect the wanted "feel"?
atledreier
S3 licensed
I always wondered about the difference between Filter and Damping. They are mathematically the same thing.... I wish game devs could call their functions what they actually are instead of some generic "thing".
atledreier
S3 licensed
So much steering lag, it's painful to watch.... But then, apparently this is a NFS driver, so he's used to it... :-/
atledreier
S3 licensed
30 degrees... Pretty big screen?
atledreier
S3 licensed
With the FOV set correctly your own hands and wheel should overlay the sim wheel and hands accurately. In my setup I only see a little outline of the sim hands in high g situations due to the view shift.
atledreier
S3 licensed
Quote from Gougoodthing :...twerking pickup...

Looks like BeamNG on a normal road...
FGED GREDG RDFGDR GSFDG