Automobilista 2 - Driveline developments in V1.3
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- čas přidán 28. 08. 2024
- This video showcases some of the physics developments incoming with our next update relative to the current v1.2.5.1.
We have been constantly learning more details about the complex driveline system in the Madness Engine - a physical model based on masses, friction coefficients, stiffnesses and pairings, which if not configured correctly for each car can easily result in various handling issues.
The first major development here is fine tuning clutch LSD disc friction coefficients to eliminate the infamous "sticky" behavior of the differential on some cars, which could lead to the car balance suddenly changing midcorner; the differential operation is much smoother now, remaining closed when it should, and opening immediately and yet gradually based on your effective locking amount from preload, ramp angles and amount of clutches.
The second important improvement was made to the clutch engagement formula itself - thus far, preload setting in LSD diffs had far too much importance and ramp angles relatively very little. Reason for this laid on a bug in the underlying mathematical formula combining forces from these two setup factors. With that legacy bug corrected, it´s been possible and in fact necessary to update all default differential setups to more sensible ones.
Furthermore on the driveline topic, we have been literally "flexing the muscles" of the engine by introducing driveline elasticity - with multiple moving parts between the engine and driven wheels (each with its own finite stiffness) the forces applied on these parts can be immense, as gearboxes multiply engine torque - one can often hear these dynamics at play on real onboard videos as engine noise and transmission whine oscillating as the whole driveline acts like a giant spring under changing loads.
We have revised stiffnesses and driveshaft weights in multiple classes, and in multiple points in their drivelines. This creates an immersive and organic effect that fully depends on what is going on in the physical simulation. If you stomp on the throttle in 1st gear, you will hear revs jump up as the driveline tenses up. Lift suddenly, and the driveline releases its tension audibly. Driving over bumps the engine and transmission noises will oscillate smoother than before as the connection between tires, gearbox and engine isn’t as direct.
This isn’t purely for immersion purposes either, as a slight delay in response between driven wheels and engine can have subtle effects on handling - it means for example that tire slip and engine RPM aren’t the only buffers for sudden forces, which can also dampen some sharp jolts in bumpy braking zones.
In this video comparing a lap with the Mercedes AMG GT3 around Nürburgring in V1.2.5.1 (left) vs the current AMS2 Beta (right) overlayed with wheel speed telemetry, you can see and hear the subtle but noticeable results of the developments described above.
More info on these and other developments in our AMS2 November Development Update pt2: forum.reizastu...
I've no real idea what I'm looking at(if I'm being honest!), but hyped for the updates!! :D
No more understeer on corner entry and then snap oversteer.
@@andreic5822 thanks for translating into simpleton language.
I don't even understand left or right video is the update...
@@viktorianas i think as usual, left old, right new
@@andreic5822 no more r strong words but i agree there is much much much less still got a lot of work to do if they r gonna get anywhere near what they had in AMS the original i know is on rfactor engine unlike this one being pc2 engine but they r crazy Brazilians so they will find away to at lease get it some what close. most people who have played agree it is amazing ffb and just feel all around in the original AMS.
Can't wait to get into this new update & feel the differences! Keep up the hard work Reiza we appreciate it 👍🏁🏁
0:39 THIS RIGHT HERE IS MAGIC! You guys basically fixed the awful Diff behaviour inherited from PCars 2
Man Im too smooth brain to know what im looking at, hes fighting the wheel more in the left video? But what am I looking for:P
@@TheCameltotem On the righthand side is the new diff model. Both cars have the rear wheelspeeds graph shown. Everytime the graph gets brighter/splits into 2 lines, the rear wheelspeeds are going differently.
On the lefthand side, the differential already does something, but not enough and too late/abruptly. On the righthand side you see it even unlocking and differentiating wheelspeeds, when you lift throttle (like into T2 or Schumacher S for example).
@@Darkeminence Thank you so much!
The video description is super interesting!
The nuance in the throttle response is appreciated. Can't wait to experience the force feedback
trasnmission oscillation is what i like about raceroom and iracing. Thanks for implementing it
Yall have created a monster... this is shaping to be the real RAW deal.
The left screen looks more natural from what you expect intuitively as not many of us hear have been in the real race car.....keep up the good work!
F L E X
T H R O T T L E S T E E R
wubwub :d!
Guys, you are fixing the most anoying bug from pc2, finaly!!! thats fucking brilhant!!!
aoorry, can you explain a noob what was the bug?
@@nestvz4093 "The first major development here is fine tuning clutch LSD disc friction coefficients to eliminate the infamous "sticky" behavior of the differential on some cars, which could lead to the car balance suddenly changing mid-corner; the differential operation is much smoother now, remaining closed when it should, and opening immediately and yet gradually based on your effective locking amount from preload, ramp angles and amount of clutches."
@@nestvz4093 No more understeer on corner entry and then snap oversteer.
i see, ty guys for answering//
@@davifernandeslima01 is that bug like losing grip suddenly in the middle of the corner, without any reason ?
Great to see Reiza putting on new CZcams content but most people won't know whats going on here. Would be ideal to have some voice chat with a Reiza/Real race driver or even better, a comparison to the real life car.
Good job. Please, Reiza, add few Rally cross cars (VW polo RX, Honda civic RX, Mini RX, Ford RX...not only Lancer RX) and few Rally cross tracks. Think too to circuit setup for Rally cross cars ; on PC2, it's really great. Thanks
I love the work you guys put in to get the most out of the Madness Engine. I wonder what Ian Bell thinks of this?
Can't wait to get testing! Will have to start again with setups.🤔👍
Which one is the corrected one? I hope it is the right.
The right side
I think the sim is awesome!
I just feel that the modern tires loose grip too suddenly, in general. But I'm no expert, just an overall sensation of quicker laps driving modern cars sideways.
Would like to listen to the CLK LM sounding like a loud NA Ferrari F40;
Would like to see the actual straight pipes in the 911 RSR GTE, or the proper side exaust sound.
Anyway... Congratulations!
Reiza is probably the best in terms of content. Vintage content is the best. Wish they used the rf2 engine… would have been the best game of all time
I have no idea how to reach you guys so I'm going to write my comment here:
Every time you guys update the game the triple screen support doesn't work for months and then randomly it works again. This time around I've enjoyed it for barely a few days and You released this update. We are all excited and you do amazing work and we want to enjoy this game, but what am I to do when I've invested thousands of dollars in a triple screen driving rig and your awesome game doesn't work. I know , poor me ... But I am just saddened you have such an amazing game that for some reason has all these weird weird bugs. Snatch a guy from another studio that has all the talent and knows how to work the stuff out. Come on baby get that competitive advantage and fix this game once and for all please !!!!
Ahhh the right side looks so much better
Rock & Roll baby!!!
hey reiza, can we get live throttle/brake trace (graph) integrated in the hud of the game?
💪❤️
just a heads up that there is a typo in your description, near the end, it says "- it means for exqmple that tire slip and engine " "exqmple"
Seria um sonho ter Automobilista nos consoles.
i thought that beavior vas normal in a race car, I mean oversteer or under... i mean i've never felt that as a bug or something
I really hope ,in the 1.3 update,the cars don't show positive camber on the front wheels during replays......so annoying to see.
My pants just shrunk
Will this give the cars better default setups and ffb?
Yes!
You gonna make this game for console?
dont know but now iam 4secs slow, wich now the gte and gt3 would have realistic times
Bem melhor assim
Please port this game over to Playstation 4, I bought gran turismo 7 hoping it would be as good as automobilista 2 and I was disappointed.
Buy now
I prefer the left :p
I prefer peanut butter
@@wedge_one Vegemite here mate
@@2ndLastJedi You aussies will always prefer a good spool :P (SpoolwillbecontinuedtobeprovidedwithSuperV8 :-> )
I hope you fixed the traction control because I can run TC 0 on a green track and just put my foot down and never spin, SIMCADE!
I thought I am the only one finding it extremely easy to put the power down with out traction control
@@QUICKLAPS Yes they're working on it :) (Of course wheelspin for some cars isn't high enough right now)
@@Darkeminence contact patch is too high and TC is not even working, how do you know there working on this?
@@Cagefighter Darkeminence is member of the internal beta test crew. So i assume he does have some insight..... ;-)