Physics Deep Dive: A Second Look at the New Indy Car Mod in Automobilista 2

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  • Опубликовано: 1 янв 2025

Комментарии • 57

  • @stefanreichenbacher2061
    @stefanreichenbacher2061 Год назад +5

    New to your channel and very thankful I found it! My impression is that your insights into physics go a little bit deeper than many of our beloved bigger channels, really appreciated. I love our Mikes and Jakes and what else they are called, but I’m also happy to see a slightly different perspective. Keep it going

    • @gsam_dad5540
      @gsam_dad5540 Год назад +1

      Well said, it's good to find a channel where the creator exudes knowledge & evaluates on that basis, too many RUclips channels are run by guys who equate their personal opinion with technical knowledge & wax lyrical about it with far too many buzz words that make them sound like experts...Australian chap with Eastern European name springs to mind...ooops :)

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      Thank you so much. Yeah I'm a sucker for detail. My day job is a solution consultant in software, so I tend to go deeper into details than some others. Just the person I am I suppose. Some viewers will like that approach and other might find it boring....maybe. I am delighted you like it though, great to hear 🙂

  • @Super123ps
    @Super123ps Год назад +1

    Things I’d like to see implemented into AMS2.
    1. Less under/over steer. So more grip in / out of the corners. The cars need to feel more heavy and less floaty.
    2. In the car selection screen. Id like to see A favourites section so we can pick our most used cars quickly.
    3. On the last 1-3 laps in a race , I’d like to see the A.I push harder (like in codemasters f1 series ). It makes the end of the races more exciting and rewarding.
    4. Tighter , closer races with the A.I. The a.I. Cars bunch up into groups of five. It’s not realistic.

    • @GSSimRacing
      @GSSimRacing  Год назад

      On point 3, I think the AI tend to have super grip when trying to outbrake the players car. Giving them additional juice in the last few laps could lead to a frustrating experience into braking zones. This would be my only concern on that.

  • @SimCurves
    @SimCurves Год назад +1

    Good video again, Gary. Really enjoy these more in-depth reviews. Just a quick note: this mod does work online. I quickly tested that the other day and got one driver joining my server. We had a nice little battle on track. :)

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      Ah nice one man. And great to hear this works online. Deffo need to fire a lobby up mid week and get on it. I'd say a lot of guys have downloaded this mod. So should be a lot of activity.

  • @Zakalwe-01
    @Zakalwe-01 Год назад +3

    There’s a story behind this mod, and I can’t wait to hear it. The day of chaos, where it disappeared and reappeared at RD, tells me that something very interesting happened in its creation. Where did this thing really come from?

    • @stefanreichenbacher2061
      @stefanreichenbacher2061 Год назад +2

      Would be very interesting indeed. But my guess is this will stay rumours for a very long time

    • @Zakalwe-01
      @Zakalwe-01 Год назад

      @@stefanreichenbacher2061 hmm. Are You thinking what I’m thing though? MSG mess and IndyCar negotiations fallout? That’s what sprung to mind right away. Nah, that’s just idle speculation! 😄

    • @stefanreichenbacher2061
      @stefanreichenbacher2061 Год назад

      @@Zakalwe-01 I have no idea, to be honest. I only hope the creators somehow made sure they will not conflict with Reiza‘s future plans, be it official Indycar or „just“ a generic-ish Formula USA.

    • @Zakalwe-01
      @Zakalwe-01 Год назад

      @@stefanreichenbacher2061 I have my theory…🤔😉

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      Apparently someone went accusing the creator of ripping the car from PC3 without any evidence at all. I've no more info on it, but it seems this was a contributing factor. I am open to correction though.

  • @SimRacingwithChris
    @SimRacingwithChris Год назад +1

    Another great video pal. That mid corner washout was something I was experiencing at long beach. Great Mod. Fantastic feedback. Great review👍

    • @GSSimRacing
      @GSSimRacing  Год назад

      Thanks man. Another thing I noticed was how willing the rear was to snap once boost came on. Adds to that overall dynamic feel.

  • @danardisimracing
    @danardisimracing Год назад +2

    I haven't tried it yet but from all the videos I've seen it behaves very much like the real thing. The bias towards understeer at slower speeds is an inherent trait of the Dallara chassis from it's first iteration.
    The sound is nailed on too.
    This mod is very intriguing. The timing of it alongside the MS Games statement, and the quality of it when we know Reiza themselves had it in the works... Very intriguing.

    • @GSSimRacing
      @GSSimRacing  Год назад

      Yeah the car is great. And, it feels and drives as you'd expect it to drive. And the rf2 one is very very similar. So I can only assume this one is spot on to real life.

  • @gsam_dad5540
    @gsam_dad5540 Год назад +1

    Excellent breakdown of this car, which I haven't tried yet but I'm going to put my mod hat on & see if I can do it without messing up, fingers crossed. Your explanation of turning in under breaking & getting grip then losing it off brakes resonated with me, I often get that initial grip then think it'll continue when I ease off the brakes....of course now I know it doesn't & that'll really help me get to grips (excuse the pun) with efficient cornering. Once again many thanks for the insights & quality content :)

    • @GSSimRacing
      @GSSimRacing  Год назад

      Thank you so much. To offset the washout, you could try increasing the front rebound damping (this will stop the front from returning to it's natural position and keep it pitched down a tiny bit more). You could also soften the front anti roll bar a small bit or lower the differential. These will all try to maintain mid corner rotation. Or, you could go and make the setup more aggressive overall. This is what I tend to do in my competitive acc stuff. It basically removes the front as being the limiting factor in most cases so you get no mid corner surprises like this, but you do need to be mindful of too much forward pitch on brakes, as the rear can want to snap a lot easier on entry. So it ends up being a compromise once you've gotten to that point. It becomes a case of chasing tiny little behaviour changes to suit your driving style. It can even go as far as building as set up around a specific corner (to some extent). An example of this in ACC for me would be Eau Rouge and Signes (at Paul Ricard). These corners need to be taken with balls and faith to be competitive in top splits and your kinda forced to work around that. The same will apply to AMS2 and all other sims etc.

  • @RRRsimracing
    @RRRsimracing Год назад +2

    Excellent breakdown as always GS. Yeah these high downforce F cars can be driven more aggressive a bit, although nose driving through corners for that extra bit over the front tires is a great mechanical tool for more grip and one of the reasons I'd perfer stiff but not too stiff suspension... more wiggle room on the inputs. nice job man brother 💯

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      Thanks man. Too stiff a front will make things worse though. You need a softer front to allow the front to compress more and bed in, in an attempt to try maintain the bite. I think getting that balance is the tricky bit and having to make compromises. Just like real life 😁

    • @RRRsimracing
      @RRRsimracing Год назад

      @@GSSimRacing facts.

  • @JBVXR
    @JBVXR Год назад +1

    I know this is a physics video, but they really nailed the sound as well.

    • @GSSimRacing
      @GSSimRacing  Год назад

      Yeah 100%. It really adds to the overall experience.

  • @jlraces
    @jlraces Год назад +1

    Great Video again on this mod. Do you think the understeer on stock setup also has something to do with the weight of the aeroscreen being factored into it?

    • @GSSimRacing
      @GSSimRacing  Год назад

      No, it felt like more setup related. Good initial bite that failed to hold grip mid corner. It also felt a bit too safe on the standard setup anyway - so my bet would be in the setup.

  • @Cyteless
    @Cyteless Год назад +1

    Looks good. If it's fun, that's the main thing. IndyCar have been good about providing onboard videos, so would make a direct comparison a bit easier. The aeroscreen has given the cars a higher centre of gravity compared to prior, so something to consider too.

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      Yeah 100%. I think they nailed this car imo. It behaves correctly and I think it's spot and and is fun to drive.

  • @theleakyvalve
    @theleakyvalve Год назад

    Can confirm from running these last night ONLINE they are fun as hell AND THEY DONT SUFFER FROM MONITORING OTHER CARS.

    • @GSSimRacing
      @GSSimRacing  Год назад

      Oh nice to hear man. I haven't had the time to fire these up online yet. I cannot wait to get these on a lobby this week coming. 😁😁😁😁😁

  • @mrmagpiepromotions
    @mrmagpiepromotions Год назад +1

    One thing I notice trying these South American tracks in AMS2 is that Brazil and Argentina have some amazing technical tracks. I realise now that the only reason South American drivers no longer get to F1 much is money. It's telling that there are a few who do well in the tight street circuits of NTT Indy, which I'm beginning to view as a superior series to F1.

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      F1 cars and machinery are top notch, but the racing is sometimes boring. Even with DRS, the defending driver cannot even defend properly.

  • @amauripivotto
    @amauripivotto Год назад

    Esse som da baixada de marcha tá show

  • @Jetghostwolf
    @Jetghostwolf Год назад +1

    What track?

  • @Leynad778
    @Leynad778 Год назад +1

    Reminds me a lot of the Indycar I've tested during the beta🤔😁 But I guess the rF2 version is more authentic in an annoying way. Nico Hülkenberg was testing Indycar in 2021 and was shocked by the steering-forces needed to drive those "steering monsters". He refused the offer at the end and in rF2 you get the idea why😜

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      I found the car very similar in both. In rf2 it gave the sensation of more detail because that sim seems to amplify road interactions and bumps etc. So that's more of a game thing than a car thing. But looking at how the car itself behaves, they are very very close, almost identical in a lot of situations.

    • @Leynad778
      @Leynad778 Год назад +1

      ​@@GSSimRacing In general I agree, but the Indycar in rF2 is in another ballpark regarding bump-FFB compare to F1 and other similar powerful cars.

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      That exagrerrated bumpiness is not realistic to life. Usually riding a kerb will give a very small tug on the steering axis. Most of the steering input needed at that point is to just the steering needed to correct any kerb interactions. With rf2, I found the kerb interaction to deliver a jolt to the wheel, far beyond what it would be irl. Now that being said, I have adjusted my ffb to a level that is more in line with real life on a track, and it feels a lot better for me. I done a test previously where the ffb was clipping just with force effects settings as standard, essentially these bumps are turned up way too much from the game, giving a lot of spikes and clipping from the game. So they give the illusion of realism, but from being on track or even driving karts of kerbs, I've never felt jolt or kerb/bump interaction thaw way it is in rf2. As I say though, after some ffb tweaks, it can be made to be a lot better imo. I'm on a DD2, so maybe this has something to do with it being direct drive.

    • @Leynad778
      @Leynad778 Год назад +1

      @@GSSimRacing I did some kart-racing with eKarts at the Nürburgring and they produce incredible jolts just from the tyre skidding and probably the weight of the battery. rF2 doesn't seem to simulate power-steering at all and you need to dial it in yourself if via FFB-gain and smoothing or the wheel-software. No power-steering in a GT3 is not realistic, but appropriate in an Indycar and I was moaning during the beta-phase that the FFB is too weak with the Indycars in AMS2. Indycars can produce up to 36 Nm in highspeed-corners, so my SC2 Pro can't even simulate this monsters.

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      @@Leynad778 I remember reading the article of the 30+ Nm. Penske also had a paper based on ovals with about 12nm in the banking on ovals. This was at the steering rack. With a wheel attached these will be reduced as felt by the driver as a steering wheel has its torque delivery and resistance further from the centre point. Very interesting reading. I love detailed papers like that.

  • @omni7173
    @omni7173 Год назад

    Usualy i allways agree with you video and thoughts in them. But just tryed this indycar and it's like a reiza truck. No flexines on ffb, and no corner exit oversteer AT ALL! It feels planted and well weight distributed because this is one of reiza car physics ( i think some GTE with added downforce). If you don't agree with me just drive 3 laps on this and when drive 3 laps on formula USA 2 or 3

    • @GSSimRacing
      @GSSimRacing  Год назад

      I had exit oversteer a few times in the video.
      If your referring to slow corner exits, this is likely a gearing thing and such low boost at lower rpm. So a stable exit at low rpm is expected. Change the gear ratios and you will probably get some snappy rear action. Once the rpm gets to the point of boost on the turbo, I was fighting the rear in 2nd and 3rd coming out of turn 2-3.

    • @omni7173
      @omni7173 Год назад +1

      @@GSSimRacing maybe but you get the point. This car is some physics coctail from over cars and it's bad! To feel the difference just take 3 laps of F-USA. This car feels like it wheights 1300+ kg, like GTE. And look at the top speed i had 301 max on monza. This is because it's some car engine and there is no turbo in this engine at all.
      And they did'nt release the oval version. Because if you will lower the wings as much as possible it will never go 400+ km/h.
      It is impossible to make good car mod in this engine without even seein what inside. And Reiza even with this possibility was strugling 2 years.

    • @GSSimRacing
      @GSSimRacing  Год назад +1

      @@omni7173 yeah I am not sure how the mods are made underneath. I do think there may be tweaks and refinements to the car, as I do think this is just the v1 release. It will be interesting to see what they do with all the feedback. Yeah the earlier model indycar in AMS2 is absolutely insane 😂....in a good way.

    • @omni7173
      @omni7173 Год назад

      I just was hoping thart Reiza did physics on this car unofficialy, like they did sometimes for AMS1 mods. But this is not the case, and i'm slightly dissapointed. But we will never get good car mods in this engine, because no documentation and no developer tools and not know what engine doing inside. You just can copy paste parts from over cars, put this parts together and test drive the result, when you tired you can delete or release.
      But i hope we will have track mods and they could be as good as stock AMS2 tracks!

    • @martinezljx07
      @martinezljx07 Год назад +4

      @@omni7173 ​ @GS Sim Racing I don't mind criticizing or feedback because they can help us improve, but I'd like to address the comments made above because there's just so much wrong with them.
      1 - We (modders) have 100% control over the physics of the car and have an understanding of what the different params do (this has been the case since the Shift 1 days). The madness engine is a derivate of the ISI engine and physics params are similar (the in-game effect might be different, but parameter-wise they are very similar)
      2 - The physics are not a mix-match of different cars. The base of the chassis is FUsa Gen 3 and we updated parameters based on data and feeling of the car compared to the same version in other sims. This is a limitation because we don't have access to the car IRL. I'm always fine with feedback if it comes with proof (vids or data) that we can use to adjust the physics.
      3 - The engine does have turbo. The designed torque curve is low on low-rpms and ramps up at 6000. We've seen this as the accurate depiction based on research. But I will be taking another look since this appears to be the main feedback from those who have tried it.
      4 - I don't think we can compare CARTS to the IR-18 drivability. We are talking about a 20 year gap in engineering developments. Cars now have much more downforce and the engines are different (17K RPM on CARTS vs 12K on the IR-18) and produced a lot more HP (+750hp CARTS vs ~650hp IR18).
      5 - Maybe the issue is with the default setup. Tire pressure is low on the IR-18 by default compared to CARTS (they have the same tires) and the fwing/rwing downforce are maxed out. Not to mention the default tires are the reds (soft) which have a lot more grip and are faster than the blacks (hard).
      Happy to hear and implement any feedback as long as it comes from a reliable source. False statements don't really help anyone. Thanks!!

  • @amauripivotto
    @amauripivotto Год назад

    Estou pelo oval

  • @jimries625
    @jimries625 Год назад

    Thank u!!!!!🤝🤝🤝🤝🤝🤝