You pointed out exactly what makes this car so much better than the last car for me. Driving at the edge of grip and crossing that line feels better in this car. Still dangerous but you're definitely more in control
I know they added the new model tires to the lmp2 and lmdh but the blog was kinda vague about the gen 3 supercars, do you happen to know if it's on the fully new v10 tires?@@hobbo88
@@speedx357ifyNo car is fully in V10. The new tires are not V10 yet, is the previous step. V10 is a way bigger change. Current CONFIRMED cars in the newest iteration are: - Gen 3 supercars - LMP2 - GTP - Lotus 79 - Spec Racer Ford - (I assume) BMW M2 CS
You were spot on about the lack of grip, but also about how much better it feels pushing the car. I've found that while the Gen 3s lose grip more often, it's more manageable when it does, opposed to the old cars which wanted to turn me around every time. Great preview mate!
Well said mate, i cant wait to have a go with these, You nailed it. They look and sound amazing! Im gonna miss Gen 2 because they have been great. But looking at thes gen 3 this early, plenty of promise, learning and good times ahead. Bring on Adelaide and the bend and i can die happy!
Nice vid mate 👌, the Gen 3 are sick. I was interested in watching your foot work, are you running no shift aid or anti-stall? I've always run auto-blip but is there a pace advantage on going with the other settings or is it mainly just for more realism?
This is actually why I want a gaming PC so I can drive these bad boys and for a year of I Racing or maybe 2 . The sounds of the Gen 3 Supercars are music to my ears nice to have them in iRacing and can't wait for Adelaide and the Bend tracks on here .
Great to see someone doing vids for the V8s.I will follow each of vids however I just can't help but say something about your comment on tyres and pressures and some general misunderstanding or misconceptions. It's not your fault because its a common myth both in real life and in sim racing but as a real life tyre tech who worked in V8s, Porsche cup, formula ford, sports sedans, super tourers and even world superbikes and was taught by Japanese tyre techs, low tyre pressures don't give more grip (IRL). It might seem ridiculous to say this but the correct tyre pressure IRL gives the most grip however the heat build up within the tyre carcass causes the pressures to rise ABOVE the aimed for pressures which result in grip loss. So say the aimed for pressure was 32PSI. Depending on the track each corner of the car will be loaded differently during the race. The corners that receive the highest load will rise in tyre pressures the most. So at Sandown for example the front right and rear right get the most load while the left just flaps in the breeze mostly. In fact back in the day of open tyre use we used to run soft compounds on the left side and hard on the right. Anyway, depending on the ambient and track the right side would get massive pressure increases while the left got little. Just say that the front right had an 8psi pressure rise and the rear right had 10 psi rise. To get to the aimed for 32psi you might start the front right at 24psi and the right rear at 22psi. The aim was for all four corners to get to 32psi and that gave the most grip because the air pressure supports the carcass construction and maximises the footprint width and length under load without distortion (or more correctly minimum footprint distortion). That's the issue really.....air or nitrogen supports the tyre carcass and is related to construction so that too low a pressure causes too much footprint distortion and less grip and too high a pressure also reduces footprint size and shape. Thus there is the goldilocks zone which teams test for and guard the results like its gold. The issue become more complicated because things change as the day progresses and the temps change and infrared brings oils and sweat to the surface which then changes again as the dusk approaches and you get a clean track with enormous grip. HIgh load tracks create more temps and more pressure rise (for example phillip Island) whereas lower load tracks create less load and lower pressure rise for example Winton which is important to note has the same hot mix and pebble size. Its the load that creates the temp and the best drivers create the most temperature because they drive right on the grip threshold without exceeding it. Just to give an IRL example that contradicts the sim world experience is with real wets. IRL three things are important for wets: compound construction and pattern. A true wet has a construction that helps retain heat and reduces the dissipation to the atmosphere (track/ambient). Compound is important depending on the track grip levels (hotmix/pebble size) and pattern obviously depends on the amount of water the tyre needs to disperse. Anyway, its quite common to over inflate wets to keep the Sipes open under load to get rid of water. The rubber on the footprint squirms under load and closes. The compound creates the heat and the carcass construction retains it. The problem with sim tyre models is they work on friction to simulate the characteristics of real world tyres and not load. So sliding and wheel spin in sim iracing cause heat build up whereas IRL "grip" creates the most temps, for example in F1 the amount of downforce (Load) creates huge tyre temps and requires hard compounds to survive. In IRL footprint temp is your friend and helps make the compound work up to the compound limit so each tyre has a temp window of operation that is shaped like a flat bell curve.
Really thorough explanation here and I appreciate that feedback. Of course this all makes sense and yes balancing pressures on each track depending on characteristics would certainly be a consideration in real life I’m sure. My understanding (granted it’s limited to being a couch racer) was that Supercars had to implement a minimum pressure requirement to stop teams going below a safe minimum starting point. So they would I assume start them all as low as possible based on the tracks. Hence why we usually see wheels sitting in the sun behind pit garages to build ambient pressure so they can be reduced down as much as possible before going on the cars. Certainly the sim world is entirely different. Historically we run all pressures at a minimum on the supercar as there’s no benefit to ever coming up on them. You made an interesting point on the wets though. I hope we have to work out the right starting pressures on those as they are completely different! Thanks for the comment!
@ that’s ok I’m happy to pass info on from far more experienced and knowledgeable people than myself. The real issue I have is trying to explain something in a short reply that makes sense to people. The amount of things I could tell you about tyres and compounds construction and green tyres and bedding tyres and roaded tyres etc etc but it would go on forever and probably isn’t relevant to sim racing. However what i really like about sim racing is that it teaches all you guys about real racing and really fast tracks your knowledge and experience so much so that if you have the cash to go real racing your learning curve is really short. In sport and especially motor racing we talk about your brain being ‘wired’ to drive and think in particulars ways that helps you win and I believe that sim racing wires your brain to make the transition quicker and smoother. When I first started real racing there was this steep learning curve to learned with time and heaps of dollars lost. Sim racing basically makes you smarter. With regard to setting minimum tyre pressures the problem is that if you run start pressures too low there is the issue of pulling the bead off the rim which causes small pressure losses that eventually cause a tyre failure due to the shoulders running way to hot and they start to delaminate. The first thing you have to know is that tyre manufacturers supply tyres as a marketing exercise so it’s a commercial management decision and they DO NOT want tyre failures on TV. The thing is that tyre construction works hand in hand with tyre pressures. So for example if you produce a tyre with quite stiff sidewall and under belt then the maximum pressure you would run “hot” would be 17psi however a soft Michelin type construction would need much higher pressures.
on bathrust the corner after conrode straight actually takes focus to hit it foot flat now. plus getting the car settled to hit the brakes is bloody hard. these cars are awesome
Very nice! Thanx for this in depth video. Sounds amazing. Old cars felt to bad for me to race. So I hope I will start racing these instead :) Any good leagues with clean racing in these ?
@ChrisMidmark Yeah mate, we just finished the SCNZ season on Tuesday, so if you sign up now, you'll be just in time for the gen 3 season. Or if you are over 40yo, there's the V8 vets league as well
@@nathancad thanx for the info. Is this series shown on youtube? Or is there any drivers showing their views of the league? Is there a discord for the league? Im 37 :)
To me, feels like you can ask more of the tyre on turn-in, really lean a lot more on the tyre through the corner and whack the throttle without that knife-edge wheelspin like in the Gen2. I've noticed a trend from sessions I've run in where the real world SC drivers (even those who aren't typically active on iRacing that often), have jumped in and gone significantly faster than most others straight away. Whereas in previous releases, the real life vs sim racer time difference hasn't been as stark. From this observation, it may seem these are more intuitive and perhaps far closer to reality than models gone by.
Howdy, I tried the Mustang at P.I., and it was raining, also tried it sunny, it did take a few laps to get used to it a bit for sure. At Bathurst it was very enjoyable actually, I quite like the tyre model. Watching the replays, it looked to me that it appears to steer from the rear, so quite a different approach I think
Hope this brings a bit of life in regards to people actually racing it, i know a lot of Aussie's race them but for someone from Europe, the servers are always empty.
Gen 2 Car $600,000 build cost, Gen 3 $1,000,000 build cost. Same Gearbox. Half the aero as Gen 2 As high speed stuff now you can't hold flat. Minimum weight with driver is 1400KG IRL. If they made the Wet Tyre like the one IRL it's a soft compound wet and they get shredded after about 8-9 laps.
You pointed out exactly what makes this car so much better than the last car for me. Driving at the edge of grip and crossing that line feels better in this car. Still dangerous but you're definitely more in control
It was the single biggest frustration for me in the old car
I know they added the new model tires to the lmp2 and lmdh but the blog was kinda vague about the gen 3 supercars, do you happen to know if it's on the fully new v10 tires?@@hobbo88
I don’t actually know. I have my doubts but in saying that the tires felt really nice so who knows!
@@speedx357ifyNo car is fully in V10. The new tires are not V10 yet, is the previous step. V10 is a way bigger change.
Current CONFIRMED cars in the newest iteration are:
- Gen 3 supercars
- LMP2
- GTP
- Lotus 79
- Spec Racer Ford
- (I assume) BMW M2 CS
@@f1_onboardsAC thanks for this info!
You were spot on about the lack of grip, but also about how much better it feels pushing the car. I've found that while the Gen 3s lose grip more often, it's more manageable when it does, opposed to the old cars which wanted to turn me around every time. Great preview mate!
Thanks for watching man
can't wait to see them race with all those pretty supercar paint jobs
Thanks Hobbo, great summary!
Thanks for watching mate 👍
Thanks for the showcase. Can't wait to give it a try tonight!
I’m looking forward to seeing what everything thinks of them. Come back with a comment letting me know!
Great video love these cars
Thanks 👍
@ gen 3 suspension settings are a lot softer then gen 2. I agree with your opinion on how it feels safer at the limit haha
Well said mate, i cant wait to have a go with these, You nailed it. They look and sound amazing! Im gonna miss Gen 2 because they have been great. But looking at thes gen 3 this early, plenty of promise, learning and good times ahead. Bring on Adelaide and the bend and i can die happy!
Can’t wait for Adelaide!
well made video Sir,...luv it!!
Appreciate it thanks for watching 👍
Nice vid mate 👌, the Gen 3 are sick. I was interested in watching your foot work, are you running no shift aid or anti-stall? I've always run auto-blip but is there a pace advantage on going with the other settings or is it mainly just for more realism?
I’m not sure if there’s much advantage to it but I have all the assists off just for the element of realism
@hobbo88 cheers for the response, I might have to experiment a bit!
This is actually why I want a gaming PC so I can drive these bad boys and for a year of I Racing or maybe 2 . The sounds of the Gen 3 Supercars are music to my ears nice to have them in iRacing and can't wait for Adelaide and the Bend tracks on here .
Once Adelaide comes my life will be complete 😂
Great to see someone doing vids for the V8s.I will follow each of vids however I just can't help but say something about your comment on tyres and pressures and some general misunderstanding or misconceptions. It's not your fault because its a common myth both in real life and in sim racing but as a real life tyre tech who worked in V8s, Porsche cup, formula ford, sports sedans, super tourers and even world superbikes and was taught by Japanese tyre techs, low tyre pressures don't give more grip (IRL).
It might seem ridiculous to say this but the correct tyre pressure IRL gives the most grip however the heat build up within the tyre carcass causes the pressures to rise ABOVE the aimed for pressures which result in grip loss. So say the aimed for pressure was 32PSI. Depending on the track each corner of the car will be loaded differently during the race. The corners that receive the highest load will rise in tyre pressures the most. So at Sandown for example the front right and rear right get the most load while the left just flaps in the breeze mostly. In fact back in the day of open tyre use we used to run soft compounds on the left side and hard on the right. Anyway, depending on the ambient and track the right side would get massive pressure increases while the left got little.
Just say that the front right had an 8psi pressure rise and the rear right had 10 psi rise. To get to the aimed for 32psi you might start the front right at 24psi and the right rear at 22psi. The aim was for all four corners to get to 32psi and that gave the most grip because the air pressure supports the carcass construction and maximises the footprint width and length under load without distortion (or more correctly minimum footprint distortion). That's the issue really.....air or nitrogen supports the tyre carcass and is related to construction so that too low a pressure causes too much footprint distortion and less grip and too high a pressure also reduces footprint size and shape. Thus there is the goldilocks zone which teams test for and guard the results like its gold. The issue become more complicated because things change as the day progresses and the temps change and infrared brings oils and sweat to the surface which then changes again as the dusk approaches and you get a clean track with enormous grip. HIgh load tracks create more temps and more pressure rise (for example phillip Island) whereas lower load tracks create less load and lower pressure rise for example Winton which is important to note has the same hot mix and pebble size. Its the load that creates the temp and the best drivers create the most temperature because they drive right on the grip threshold without exceeding it.
Just to give an IRL example that contradicts the sim world experience is with real wets. IRL three things are important for wets: compound construction and pattern. A true wet has a construction that helps retain heat and reduces the dissipation to the atmosphere (track/ambient). Compound is important depending on the track grip levels (hotmix/pebble size) and pattern obviously depends on the amount of water the tyre needs to disperse. Anyway, its quite common to over inflate wets to keep the Sipes open under load to get rid of water. The rubber on the footprint squirms under load and closes. The compound creates the heat and the carcass construction retains it.
The problem with sim tyre models is they work on friction to simulate the characteristics of real world tyres and not load. So sliding and wheel spin in sim iracing cause heat build up whereas IRL "grip" creates the most temps, for example in F1 the amount of downforce (Load) creates huge tyre temps and requires hard compounds to survive. In IRL footprint temp is your friend and helps make the compound work up to the compound limit so each tyre has a temp window of operation that is shaped like a flat bell curve.
Really thorough explanation here and I appreciate that feedback. Of course this all makes sense and yes balancing pressures on each track depending on characteristics would certainly be a consideration in real life I’m sure.
My understanding (granted it’s limited to being a couch racer) was that Supercars had to implement a minimum pressure requirement to stop teams going below a safe minimum starting point. So they would I assume start them all as low as possible based on the tracks.
Hence why we usually see wheels sitting in the sun behind pit garages to build ambient pressure so they can be reduced down as much as possible before going on the cars.
Certainly the sim world is entirely different. Historically we run all pressures at a minimum on the supercar as there’s no benefit to ever coming up on them. You made an interesting point on the wets though. I hope we have to work out the right starting pressures on those as they are completely different!
Thanks for the comment!
@ that’s ok I’m happy to pass info on from far more experienced and knowledgeable people than myself. The real issue I have is trying to explain something in a short reply that makes sense to people. The amount of things I could tell you about tyres and compounds construction and green tyres and bedding tyres and roaded tyres etc etc but it would go on forever and probably isn’t relevant to sim racing. However what i really like about sim racing is that it teaches all you guys about real racing and really fast tracks your knowledge and experience so much so that if you have the cash to go real racing your learning curve is really short. In sport and especially motor racing we talk about your brain being ‘wired’ to drive and think in particulars ways that helps you win and I believe that sim racing wires your brain to make the transition quicker and smoother. When I first started real racing there was this steep learning curve to learned with time and heaps of dollars lost. Sim racing basically makes you smarter.
With regard to setting minimum tyre pressures the problem is that if you run start pressures too low there is the issue of pulling the bead off the rim which causes small pressure losses that eventually cause a tyre failure due to the shoulders running way to hot and they start to delaminate. The first thing you have to know is that tyre manufacturers supply tyres as a marketing exercise so it’s a commercial management decision and they DO NOT want tyre failures on TV. The thing is that tyre construction works hand in hand with tyre pressures. So for example if you produce a tyre with quite stiff sidewall and under belt then the maximum pressure you would run “hot” would be 17psi however a soft Michelin type construction would need much higher pressures.
@BG_36 always enjoy hearing from people who know a lot more than me about something interesting. Thanks for giving the time 👍
on bathrust the corner after conrode straight actually takes focus to hit it foot flat now. plus getting the car settled to hit the brakes is bloody hard. these cars are awesome
I did a race there last night and you’re exactly right!
Cevvy is a 5.7 pushrod, the Stang has a DOHC 5.4, which might explain the sound difference
This is the info I was struggling to remember correctly at the time. Thankyou for posting here 👍
The cars look and sound amazing it looks really enjoyable in the rain can’t wait to rip these cars around Bathurst
I was seriously surprised by their performance in the wet!
Very nice! Thanx for this in depth video. Sounds amazing. Old cars felt to bad for me to race. So I hope I will start racing these instead :)
Any good leagues with clean racing in these ?
Try Supercars NZ
@@chopperbristow thank you, will look that up 👍😊
@ChrisMidmark Yeah mate, we just finished the SCNZ season on Tuesday, so if you sign up now, you'll be just in time for the gen 3 season. Or if you are over 40yo, there's the V8 vets league as well
@@nathancad thanx for the info. Is this series shown on youtube? Or is there any drivers showing their views of the league?
Is there a discord for the league?
Im 37 :)
@@ChrisMidmark also you have to click on "live" to se the races, not "videos"
To me, feels like you can ask more of the tyre on turn-in, really lean a lot more on the tyre through the corner and whack the throttle without that knife-edge wheelspin like in the Gen2.
I've noticed a trend from sessions I've run in where the real world SC drivers (even those who aren't typically active on iRacing that often), have jumped in and gone significantly faster than most others straight away. Whereas in previous releases, the real life vs sim racer time difference hasn't been as stark.
From this observation, it may seem these are more intuitive and perhaps far closer to reality than models gone by.
Good observations. Yeah I agree, I think they are just all around more alive and lifelike than the previous cars
I agree on sounds :-)
im new to super cars this season and advice would be great
Good time to start as they’re new for everyone!
I'm so excited for these cars and I'm not even Australian!
It would be awesome if more people internationally raced them!
me too, and I would love to see more Aussie tracks like Sydney, Lakeside or Newcastle
Howdy, I tried the Mustang at P.I., and it was raining, also tried it sunny, it did take a few laps to get used to it a bit for sure. At Bathurst it was very enjoyable actually, I quite like the tyre model. Watching the replays, it looked to me that it appears to steer from the rear, so quite a different approach I think
They certainly take some getting used to
Solid track choice, now off to sebring ;-)
Pro invitational series opener 👌
How do you test these cars before official launch?
You can’t. They were released today…
In my opinion the Mustang sounds awesome on the outside as for Chev I also prefer the outside sound as well both are awesome sounding cars .
That Mustang on the outside is something else 👌
I like the chev but that mustang boy they both sound great
The sounds are so good 👌
Don't forget hobbo Iracing did do a debris and tire marbles is added in sim
Yeah I got to experience that in my first race last night. Very cool addition!
good video mate. i'm struggling day 1 with the gen 3, at least 4 seconds slower at bathurst.
I haven’t really looked at my speed yet. Maybe the cars just slower. But stick with it, practice is the only way to improve 👍
@@hobbo88 any discord links for aussie racers? pretty new to iracing. cheers
Hope this brings a bit of life in regards to people actually racing it, i know a lot of Aussie's race them but for someone from Europe, the servers are always empty.
I’m sure there will be a spike in interest for a little while at least 🤞
Hoping the interest in these in North America stays for more than a season with how fun they are to drive.
I feel like Supercars are a good fit in the US but typically the interest fades after a while.
@ even if its single splits at US evening times that’s a win!
Will it be a popular series? I want to buy them but if it’s dead after one week what’s the point…
It will be popular in the aus/nz Timezone. Typically interest drops off in international areas over time
I like the idea of the cars being the same physics, means people can run either and not having one meta over the other
Yeah 100%. The Supercars have always been that way on iRacing which is good in my opinion
Gen 2 Car $600,000 build cost, Gen 3 $1,000,000 build cost. Same Gearbox. Half the aero as Gen 2 As high speed stuff now you can't hold flat. Minimum weight with driver is 1400KG IRL. If they made the Wet Tyre like the one IRL it's a soft compound wet and they get shredded after about 8-9 laps.
Crazy that part of the idea of the car was cost efficiency but they are nearly twice as expensive 😂
Seems like iracing transforms to a boat simulator
They do understeer a lot!
Bout time you drove a Ford lol
It happens rarely 😂
The real cars are not that difficult to get the power down on exit lol. You are almost spinning every time. Ridiculous.
Have you driven the real cars? Very cool
@@hobbo88 Nah I see how they drive on tv, and the drivers inputs. The exit should be the easiest part.
Real drivers have given feedback on these cars in the development.
@f1_onboardsAC that was my understanding