Skoči na vsebino

Assetto Corsa


mAxL

Recommended Posts

  • Odgovori 7,1k
  • Created
  • Zadnji odgovor

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

Okayama je zrihtana in je vam na voljo tukaj. Povejte svoje mnenje, da vidm kaj mi je uspelo narediti v 9 mesecih.

Lep pozdrav fantje. Imam nekaj novega za pokazat. Nova proga v izdelavi:  

Hehe...moral sem;  

Posted Images

Aristotelis Vasilakos:
 

Hello everybody! 

The Assetto Corsa Competizione Early Access is about to begin and once again we’re ready to start a fantastic journey. 

First things first, Early Access means that you get the opportunity to get early versions of the final game and have a look on the development and evolution of ACC. Obviously, once you bought the EA version, you get all the following updates of the main game for free. On the other hand we, developers, get the opportunity to collect feedback and impressions while we work, from a much bigger testing team the we could ever organize in private. 

Our responsibility will be to try and update the title on the pre-announced dates, offering great new content and as stable features as possible, so that you guys can enjoy the game and keep the feedback coming. 

Obviously, that means that the initial versions of the game will have limited content and features, but we are confident that we can offer the same successful evolution experience as we did with AC Early Access period. 

I hope that the above is clear for everybody and the community can spread the word and inform other simracers that might not know what Early Access means. 

While many of ACC gameplay features won’t be available in the first releases of Early Access, the driving physics simulation is mostly ready. Some fine tuning and some extra features are still needed, but… there’s plenty to talk about so let’s talk… physics!

So what physics ACC runs? The first test Stefano did when we started exploring the Unreal Engine, was create a version of our AC physics and make it run inside UE. I won’t go into details, I won’t even know how to explain it, but after lot’s of cursing, insomnia and head scratching, he made it. So the first initial versions of ACC had the AC physics running. 

Next step and part my main job for the time, was to try and do as many parallel runs between AC and ACC:UE to make sure the physics was absolutely identical, trying to eliminate any possible placebo effects, doing laptimes comparisons and handling comparisons. Once we got absolutely sure that everything was identical, the fun part (or the nightmare part, depending on how you see it), began.

The initial idea about ACC physics, was to evolve and improve weak points of AC physics and then move on from there. Not sure if we skipped it completely or gradually moved from one plan to another… too many things have happened and to be honest, considering the end result, it doesn’t matter anymore. What it does matter is that ACC, although it might “feel” similar, it certainly is much more than that. Stefano will probably call it evolutionary, but to be honest there’s so much new stuff that I’m not sure that term makes justice. 

So, heavily reworked tyre behaviour model, heavily reworked tyre heating model, heavily reworked tyre wear model all of them not just reworked values but with all new physics features, equations and data. On top of that we got reworked brake heating model… but more about all of this on a dedicated post about tyres and brakes.

Suspensions. We got completely new damper model. As you know dampers are usually simulated in sims with 4 values. Bump, rebound, fast bump and fast rebound. But… in ACC we know have full blown damper graphs. Obviously in the setup screen you guys have the usual clicks to work with, but under the surface, each click points to a different damper graph. Also, we have a completely new bumpstop system. The bumps have variable stiffness and variable ramp (graph) of their stiffness. That was actually a forced evolution of the physics, because otherwise it would be practically impossible to set properly the cars, because of the very advanced aerodynamic model… just as in real cars.

Which brings us to the aero model. Completely rewritten from scratch. This is not even an evolution, it’s a complete rewrite. Instead of creating various “wings” that each one of the generates a specific lift and drag around the car, as in AC and more or less all the simulators out there, ACC uses a new system that takes into account aeromaps from wind tunnels or CFD and applies lift and drag to the whole object as one. Doing so, it takes into account on how the object moves its aerodynamic pressure point forward or backwards depending on pitch and yaw. Before saying that this is something you can achieve with the “wings” model of AC, I can assure you it is different. The system actively moves the pressure point and can influence front or rear lift and drag, depending on what it happens in the car pitch rotation, wing angle and so on. 


The end result, is a much more pitch sensitive aero platform with situations that force you to choose specific ride heights, wing angles and suspension settings to counteract the aero influence on the handling. Because of this, as in real life, maintaining the aero platform becomes crucial, ride heights are probably the most important part of the setup and bumpstops become extremely important to control the car. 

The GT3 cars do heavy use of ABS and Traction Control systems, permitted by the rules. So for ACC we had to improve furthermore the ABS and TC systems. They have become quite more complex, taking into account much more information and telemetry inputs as well as having different behaviour and output result. 

Obviously we also have a completely new weather system and dynamic track. The rain simulation is really a breakthrough and, modesty apart, I’m confident that you guys are going to be impressed by it. All hail Lord Kunos, he really did an astonishing work and of course I'll do my best to explain you all the various situations, simulation and techniques to get the best driving experience out of it.

TL;DR

So, I just wanted to give you a small taste of what I’m going to cover in more detail in the following days. I’ll try to write specific posts about tyres, suspensions, aerodynamics, TC and ABS, setup screen and strategy and weather simulation. 

Once again, thank you for all the support you are giving us and we really hope you’re going to enjoy the initial early access releases. Looking forward to your feedback and to the more advanced releases in the next months, when ACC will really start to shine! 
Link to post

Ta je cvetoča ja. Se pravi ni dinamične idealne linije. Vpašanje če je po suhem glede na nanos gume in če obvadujjo temperaturo asfalta glede na osvetlitev, sence, ipd.

Je pa res, da bodo dali vsaj nekaj od sebe in bodo s časom dodelali, kot je namignil. Pri IR je dinmična steza pogoj, da sploh kej izdajo. Posledica pa je, da bomo dež videli čez #soon let. Nov molekularni (🤣) model gum ima trenutno 9 mesecev zamude :)

Link to post

The Rules!
The Blancpain gt series uses Pirelli tyres. Different sizes for different groups of cars, mainly 3 sizes depending the weight bias of the car. So front engine cars usually get 325/705/18 all around, mid engined cars get 325/680/18-325/705/18 front-rear and rear engined cars 325/660/18-325/705/18 front-rear.

Compound is one and unique for all races, all circuits, all cars. This means that this single compound must work in all cars, all weather conditions and all kind of circuits.

The above information is crucial in order to understand that these kind of tyres have an extremely difficult job to do. They have to work on cars that go from 40%, down to 55% of their weight to the front. Heavy cars that go up to 1500kg at full race trim while at the same time support well over 500kg of downforce, have to withstand at least 1 hour of hard racing before changing tyres and are driven in various circuits on various ambient temperatures by professionals and gentlemen drivers. At first I also thought “hey that’s easy, I only have 1 compound to do”, then as development went forward and Pirelli and teams started sharing data (thank you so much!) I knew I was into big big trouble… Luckily I have master Stefano always willing to accept a challenge!

Let’s start with the slick tyres.

Slicks have a wide operating range. They give decent grip from 40°C and up to 130°C. Obviously they have a narrower optimum range around 70°C to 90°C. Pirelli defines optimum pressure at 29psi (almost 2bar) but most teams will run a little bit lower. Pirelli though, advises against very low pressures as it is easy to deflate a low pressure tyre on a kerb or similar conditions… For safety reasons it is prohibited to go lower than 20psi (1.4bar) as minimum inflation pressure.

The tyres are always in preheated in tyre heater racks up to 70°C but realistically around 65°C, so expect to start any session (except maybe hotlap) with tyres at around 65°C core.

Pressure in AC now influences the stiffness rate in a non linear way and differently for vertical, lateral and longitudinal. The whole footprint flexes in all 3 axis and I believe you will definitely feel this when attacking kerbs. Damping of the tyre is also affected by heat.

The heating in ACC now has 3 interacting layers. Surface, core and inside air.

The surface heat is quite active, going fast up and down while influenced from slip, flex, rolling speed, ambient temperature, road temperature, air speed and rotational speed. Obviously it exchanges heat with the inner core too.

The inner core, is influenced mainly by rolling speed, flex and surface and inner air temperature.
The inside air is exchanging heat from the core and… brake heat.


For the first time though, we are not going to show you everything, just what the real teams get to look at, which means pressure and core IMO temperatures.

Tyre wear
This is now calculated in 3 separated IMO layers in a way that camber and toe can affect different parts of the tyre wear. If you use excessive amounts of camber and toe on a circuit with very long straights, then you will experience much more wear (and heat, more about it in a minute) on the Inner side of the tyre, making braking and traction worse but not affecting a lot lateral grip… and vice versa of course. Tyre wear is also implemented in a different way. We actually simulate the tread depth and we lower the depth as the tyre wears out. So you start with 3mm of depth at fresh tyres and you wear this out. Normally the teams and Pirelli consider a tyre as a very consumed one at under 1.5mm. The tyre wear is influenced by the distance covered, but most importantly by the slip. The more you slip the tyre, the more it wears and by “slip” we consider not only actual dragging the tyre on turns, braking and acceleration but also toe and camber, so again, watch out on how you setup your car.

Another important factor for wear is surface temperature. The harder you drive the more surface heat you generate, the faster the tyres wear out. Heck you could completely destroy a tyre by doing donuts for some minutes… Obviously you are not going to monitor tyre’s surface temps as it is rapidly changing and hardly measurable in real time (in the real life), but if your core temperatures are on target, then the smoother you drive the less wear you’ll have. Also graining, blistering and flatspotting are still there, with all vibrations now acting also on the suspension movement. Pirelli points out that those tyres do not suffer much of graining and blistering, but if you keep using wet tyres on the dry, well don’t expect miracles. TC and ABS levels can also play a role here. Since flex also influences tyre heat, a stiff suspension and dampers as well as high downforce, can also influence the tyre wear…. so many things, so little time, I know.

The Overall Feelings
All of this works together, obviously in real time and affects many aspects of the tyre behaviour. This is one of the biggest improvements of ACC. Heat, wear, grip, do not just influence tyre grip but actually change the tyre behaviour. Slipangles and slipratios, stiffness rate and damping, lateral and longitudinal flex that is now also simulated, all of them change in real time, depending all of the above factors. You can expect a cold slick tyre to not only have less grip, but to be way more nasty and on the edge. So if it starts raining and you’re on slicks, before aquaplaning issues, you might have to deal with a much more nervous car behaviour because the tyres lost heat and pressure. A consumed tyre has less flex too, generates less core heat and has different peak splipangles. You might find the grip acceptable but the behaviour changed for the worse. All is extremely dynamic and lots of placebo is going to occur…Be brave and endure the difficulties ;)

ACC 1.jpg

Still, there’s more. ACC now simulates variable dynamic weather and so we have…

Rain.
Rain in ACC is not simulated by simply lowering the grip. We simulate mathematically an actual water film depth. Tyres go over it and depending on tread design, load, speed and more, they manage to drain the water out and have a contact with the ground… or not. If the tyre can’t drain enough water, then it starts losing contact, up to complete aquaplaning, which means total loss of grip, zero, null, nada. So in ACC the feeling you get from a wet circuit is a good grip but a constant feeling of “something is about to happen”. You might do a turn in a specific way and feel there’s more than enough grip, you might even think “hey that was easy after all, arcade™!”, only to push a tiny bit more the lap after, or have the rain fall harder 3 laps later and go completely aquaplaning sliding out of the corner. The wetness also lowers drastically the heat generated by the surface layer of the tyre, so temperature of the tyres will go down inevitably.


Slicks can go into aquaplaning very VERY easy. I strongly suggest that you watch the first laps of the Hungaroring race1 of the Blancpain GT Series to understand how cars on slick struggle on damp conditions, but also how the BMW M6 that had wet tyres could work his way from 11th position to 2nd and struggle right afterwards when the dry line started to form. You can also see him searching for wet spots to cool down the wet tyres. Here's the video. Race starts in 33:00

Also in ACC wet tyres will overheat dramatically in dry conditions and you can cool them down going outside the dry line, searching for wet spots. Beware that in such conditions it’s easy to place one side of a car in the wet spot or puddle, resulting in high rolling resistance force from the water depth (and sudden aquaplaning) that can easily destabilze your car.

I will also mention the obvious…there is no way you can stay on the track under heavy rain on slick tyres. We’re not talking being slow or having difficulties to control the car… we’re talking complete and utter loss of control and sliding around on “ice”. Fear not though, for people that want to experience the graphical majesty of rain conditions but in a less hardcore grip situation, we have a nice option slider that will lower the amount of physics water… just for fun.

Staying on the dynamic track subject, here’s how a track surface changes through different conditions.

  • A green track will get gradually rubbered. marbles can appear at the side of the rubbered line
  • If rain starts then (depending on the force) it will wet the track and the rubbered line will start to be very slippery. You might be forced to avoid it or explore alternative lines.
  • If rain keeps on pouring heavy enough, it will clean the rubbered line and you might be able to turn back to a more traditional racing line. When this happens? I don’t know, try, experiment and find out!
  • If rain keeps on going, puddles and “rivers” might start forming. Those also might force you to try different lines again. Puddles and rivers are placed in specific realistic places on the circuits, derived from actual drivers feedback and their onboard videos.
  • If rain is lighter or stops and many cars are lapping, a dry line might form or simply a “less wet” line. You will obviously have more grip over the dry line but wet tyres will overheat.
  • Finally puddles will be the last to dry out, so watch out even if the track is slightly damp and slick tyres are faster, puddles can still catch you out.

Obviously this is a generic description of how the whole system works: in reality and when the whole thing will be finalized, your experience might vary a lot and can become more unpredictable. The whole idea behind it, is to have deal with unpredictable conditions that will force you to adapt.

Special guest…

Marbles.
Did you know that real drivers will go over the marbles to collect them on their slick tyres so that they gain a kind of “tread” which lowers a tiny bit the risk of aquaplaning? Of course you’ll have to deal with less grip and vibrations, but nothing is worse than aquaplaning and it might help you until you go in for your pitstop… or the rain might go away and you’re f***ed… ops!


Then we have tyre damage… but that’s something we still working on and I’ll explain it to you later.

Link to post

Najboljši laserski posnetki, na milimetre natančno izdelane proge in ne vem kaj še vse. Pol grejo pa onboard posnetke gledat kje so luže pa voznike sprašvat, če se spomnejo, kje jim je avto glisiral... [Joj]

Link to post

Hja, zadeva ni tko zlo preprosta. Za to kar Kunos ponuja "na papirju", bi po moji oceni potrebovali vsaj 5 let, da razvijejo neko stabilno osnovo. Js sm mislu, da jih je najmanj 100 v teamu, jih je pa le 30. ISI se je 5 let ukvarjal le s tyre modelom. Studio 397 so izdelovali Sebring leto in pol, prehod na DX11 v lastnem grafičnem pogonu jim je vzel dve leti in pol, pa je zadeva takorekoč šele na začetku razvoja - potrebno bo še kar nekaj optimizacije. Terzić je nekaj testiral na rF2 za URD in je rekel, da se v ozadju tolk računa, da ni nič čudnega, če špil mal cukne včasih :D 

Ne vem, js se nikoli nisem ukvarjal s Project cars naslovi, tako, da težko na pamet govorim, se pa da prebrat na forumih, da bo tole bolj Project Cars Competizzione. Se vidi tud po cenovnem sistemu, da želijo, da čimveč folka kupi zadevo v prvem valu. Če maš dobr produkt v roki, ga ne prodajaš za drobiž lol. Škoda no, sem upal, da bodo vsaj osnove poštimane.

al pa tole - navajam iz Marjanovega posta:

Quote

Fear not though, for people that want to experience the graphical majesty of rain conditions but in a less hardcore grip situation, we have a nice option slider that will lower the amount of physics water… just for fun.

Bom kr na travniku kupil.. Just for fun ;)

Uredil - 57X
Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Odgovori na to temo...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Povezava je bila samodejno vdelana.   Raje prikaži samo povezavo

×   Your previous content has been restored.   Počisti urejevalnik

×   You cannot paste images directly. Upload or insert images from URL.

  • Temo prebirajo   0 uporabnikov

    Te strani si ne ogleduje noben registriran uporabnik

×
×
  • Ustvari novo...