boblevieux
GTR Evo in 2011
Proper setup, skills.
Ignoring all other issues this right here is the killer for this test. You could, with a little bit of effort put the kind of drifting seen here in to Big Rigs: Over the Road Racing but that doesn't mean you won't accelerate infinitely in reverse or drive up vertical hills with no resistance.You could make a very arcade game respond "correctly" to the described inputs without having any proper physics behind it.
+11The problem, IMO, is that sim cars (with the exception of LFS) don't recover from a drifts/big slides in a natural way. It's got nothing to do with sensory information or hardware/software delays IMO, because even when real drivers react and correct far too late, the car still moves differently even compared to when we anticipate in the sim.
In real life, when the drift ends and the car starts to snap straight, the rear swings like a pendulum about the front. Even when the countersteer is held on too long (see some of the Youtube "drift fails"), it's only once the 'pendulum' has swung some distance back that the front of the car starts steering off in the counter-steered direction. Whereas, in the sims, the moment the rear starts to return, the front of the car starts turning in the same direction of rotation. The result is that the car rotates about a central axis and looks like both ends are sliding rather than the front initially planted and tail wagging. No wonder it's hard trying to keep up with it if you wait for the FFB message. But as I say, even if you anticipate it (as you have to) the recovery phase of the drift looks all wrong; you still see the front trying to dart off immediately the rear has hooked up.
I've just fired up LFS for the first time in a year to confirm my opinion and it's definitely a different looking dynamics, although it's not nearly as violent as real life, and too easy to drift.
+111Nope, you're missing the point. If the sim driver completely fails to straighten the steering during the recovery stage (maintains full counter-steer), then in LFS you see essentially the same behaviour as you see in real life when the driver is too late. And that's completely different to what an ISImotor sim will do. It's got nothing to do with hard/easy, skilled or unskilled. I have never, ever seen the correct behaviour in another sim. Over 10 years of sim racing however, I have seen lots of videos where people think it's happening correctly when it isn't (IMO).
And I don't need a lesson thanks - I know what a 4-wheel drift is. LOL.
source -->www.lfs.net/forum/post/253018#post253018"The physics is misleading. Drive one or two hours of both and you'll likely agree that LFS has better physics. However, drive two weeks of both, and the tables even out. Drive two months of both, and they both have irritating breaks from reality. They clearly are both based on multibody time integrated dynamic simulations. rFactor is NOT table based at its core, although it seems to have more layers of something going on above this core...for better or worse. LFS has a cleaner rawer feel, like GPL, and seems truer to its own model, and breaks down only when the core model itself breaks down, which only happens in subtle ways. rFactor, like with FF, seems to have more hackery atop of its model, but often for the better. Any simulation model is just that, a model, a simplification, and they all break down somehow somewhere. LFS gently just seems to follow its math where ever it leads, always natural within its own reality. rFactor on the other hand seems to explicitly make an effort to feel right, as in more calibrated to reality in feel, within its sweet spot...which is normal driving within low mistake slip angles. Within this window I have to say rfactor actually feels better. However, when rfactor breaks down it is jarring and unnatural, unlike LFS. Worst case is pre-spin slip angles and angular momentum, where rFactor gets downright whacky.
To summarize physics, if you want a full performance envelope that feels self consistent and natural within its own approximation at all times, LFS wins. If you want more RL realistic feel within nominal conditions, and can deal with odd behavior and strange transitions in extreme conditions (like pre-spin),..."
That is exactly what I sense/see/feel as-well - that ISI physics tend to fall apart and get "digital" and unnatural once you start pushing the limits.
@Paul, I watched your video. Some of nice sliding. By watching your video, I am still could not conclude however. I 100% understand what you said.
Imo one thing that could cause that difference is what you do with throttle when you recover from a slide. In car review videos they apply throttle when car is recovering from a slide so the rear doesn't suddenly grip and throw car to rotate to other direction.The problem, IMO, is that sim cars (with the exception of LFS) don't recover from a drifts/big slides in a natural way. It's got nothing to do with sensory information or hardware/software delays IMO, because even when real drivers react and correct far too late, the car still moves differently even compared to when we anticipate in the sim.
In real life, when the drift ends and the car starts to snap straight, the rear swings like a pendulum about the front. Even when the countersteer is held on too long (see some of the Youtube "drift fails"), it's only once the 'pendulum' has swung some distance back that the front of the car starts steering off in the counter-steered direction. Whereas, in the sims, the moment the rear starts to return, the front of the car starts turning in the same direction of rotation. The result is that the car rotates about a central axis and looks like both ends are sliding rather than the front initially planted and tail wagging. No wonder it's hard trying to keep up with it if you wait for the FFB message. But as I say, even if you anticipate it (as you have to) the recovery phase of the drift looks all wrong; you still see the front trying to dart off immediately the rear has hooked up.
I've just fired up LFS for the first time in a year to confirm my opinion and it's definitely a different looking dynamics, although it's not nearly as violent as real life, and too easy to drift.
Word of caution: if you've a Logitech wheel, they can go off centre if you jerk them around (bits come loose), so don't bugger it up trying to convince yourself I'm wrong about this...unless you really have to.
Imo one thing that could cause that difference is what you do with throttle when you recover from a slide. In car review videos they apply throttle when car is recovering from a slide so the rear doesn't suddenly grip and throw car to rotate to other direction.
Also how and which part of the car the replay camera follows can make things look different compared to real life and other sims.
....without understanding some or any of this......
I've been trying to find a polite way of responding, particularly to this bit. But gave up. LOL
@Paul, I watched your video. Some of nice sliding. By watching your video, I am still could not conclude however. I 100% understand what you said.
@PLAYLIFE and @Lazza, I guess a "survey" probably is more "scientific" way to get a meaningful result on this. It could be more or less like this:
In his video as he taught three stages: https://www.youtube.com/watch?v=-LpPc8qutCA
Can you carry out these stages on at least three rF2 cars (rear wheel drive, factory default setup)
Stage 1 (Y or N)
Stage 2 (Y or N)
Stage 3 (Y or N)
Does this sound more "objective" to you?
If majority results showed all "Y", then the physics is correct.
(PS: keep in mind "full throttle" he mentioned all the time and showed in video --- he did many cars like just like this).
Hi Guys:
...
Can you carry out these stages on at least three rF2 cars (rear wheel drive with factory default setup)
Stage 1 (Y or N)
Stage 2 (Y or N)
Stage 3 (Y or N)
Peace,
with factory default setup)
With roadcars: Panoz, BMW Z4, corvette z06, Honda NSX, Cobra I was able to do all stages in similar way as chris harris, except with cobra half throttle was my full throttle.
With racecars totally different story.
Right... the post is from 2006, in case you didn't noticed that.The following explains it fantastically in my opinion:
source -->www.lfs.net/forum/post/253018#post253018
I find it very hard to go wide open throttle during over steer in any car. I can do it sometimes, but only if I get the slide perfect.
Here's my opinion, and it's not objective or quasi-objective like the OP wants, it's completely anecdotal.
I have some experience with going sideways in real life, having owned a couple of cars with decent power and limited slip diffs, plus I've driven about five or six other powerful rwd cars (Nissan s14, Nissan gtsT, things like that). In dry conditions, and with enough experience, oversteer is pretty easy to control. The front of the car is very planted, and you can feed in loads of power and play with the steering without too much going wrong. The recovery can be a bit tricky to get completely smooth. There's a small margin of error, but by no means are you on a knifes edge.
Sliding around in wet conditions is a different story. You need to be extremely precise with the throttle to prevent a spin, especially if you initiate the slide before the apex of a corner. You also need to be very exact with your steering inputs because the fronts can scrub easily.
And to me, that's what it feels like in rF2 when over steering. It feels like going sideways in real life, but when its raining. You're on a razors edge. It's too easy to loose the back end (need to be very light on the throttle), and it's way too easy to loose the front end. The front end doesn't feel planted.
rF2 feels awesome within the limits, if it felt slightly more like LFS over the limit, I would say it would be almost perfect. Just my thoughts.
Same issues, date is irrelevant.Right... the post is from 2006, in case you didn't noticed that.
The issues haven't changed in the FISI or DW12. Still the same 'ol.Either way, based on the changes that happened with the FISI and DW12 after being updated, i'm pretty confident that the road cars will feel a lot better while drifting after being updated.
Just because you have a wheel that's fast enough for the physics of the game's world doesn't mean those physics are behaving properly. High-end wheel stuff doesn't mean anything. The issues have nothing to do with FFB, your wheel, or if you're even using a wheel in the first place.That said, when you have a good enough wheel with accurate settings, the road cars feel very similar to a real car during a drift, and the differences don't feel so great once you get that part of the hardware working well enough.
At 11 seconds (steady steering input), a slight left turn of the wheel would reduce the slip angle and increases turning radius. Turning right (more counter steer) would increase the slip angle and tighten the turning radius. Throttle inputs need to be spot on in both cases. It's possible to reduce/increase slip angle while maintaining the same turning radius, but its very difficult.
Edit: initially during a slide turning the wheel left (away from the direction of the slide) would make the car go left, but eventually it would end up on a larger turning radius. Speed also plays a huge roll in the direction you go. If you give it more throttle and counter steer and you do it perfectly, it can increase your speed and widen your arc. I'm not sure how realistic any of this is because it seems overly hard and complicated. It's just what I've found.
...
Most of the time when I try to drift around a track, I've come to realize that the rear tires are either accelerating or decelerating (i.e gripping a little and not spinning freely). I think this causes the the front of the car to push and the fronts to scrub.... but I think a lot of the time when you think you're doing a burnout, really the rear tires are gripping longitudinally a fair bit.
If you can find the exact point were the rear tires are spinning nicely, and then hold that point, the counter steering should feel and respond naturally. ...
... I bet if you went into the physics model and you reduced rear tire longitudinal grip, and increased front tire lateral grip, you could slide around much more predictably (like LFS). The point is I don't think it's to do with inertia, I think its tires.
It's interesting to compare the two vids. In my video, my throttle inputs aren't very steady. I'm trying to find the balancing point and I'm going up and down with the throttle, and as a result look how the is car wobbling around mid slide. Paul's throttle inputs are smooth and within a much finer margin, the car is balanced, and if you look at it from the outside it look as solid as a rock.
Obviously it takes lots of skill, but the better the hardware, the more accurate feed back you get and the finer you can modulate you're inputs.
Most of the time when I try to drift around a track, I've come to realize that the rear tires are either accelerating or decelerating (i.e gripping a little and not spinning freely). I think this causes the the front of the car to push and the fronts to scrub. I think it causes the 'nose of the car toward the inside of the track', and the 'more counter steer spins the car out' abnormalities that have been discussed. It's quite hard to get the tires spinning freely at the right rate, because there isn't much sensation through the pedals (none) and no sensation through the wheel. You can go by sound, but I think a lot of the time when you think you're doing a burnout, really the rear tires are gripping longitudinally a fair bit.
If you can find the exact point were the rear tires are spinning nicely, and then hold that point, the counter steering should feel and respond naturally. I'm with Paul in thinking that imprecise ffb wheels makes it much harder, and combined with difficulty in holding a steady burnout, I think this is what is causing the strange car behavior and making holding a car sideways feel so hard.