Assetto Corsa Competizione Blog Post 2: Tyres

Paul Jeffrey

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Kunos Simulazioni physics expert Aris has been putting pen to paper once again, this time talking about how tyres behave in ACC...


If you missed it yesterday, Aristotelis Vasilakos of Kunos Simulazioni has started a new blog post series providing a very enlightening and entertaining look at the physics work behind the scenes in Assetto Corsa Competizione, promising to release regular insights into the work undertaken so far on this new and still under development racing simulation from the people behind the hugely popular Assetto Corsa.

In his latest wall of text, Aris takes us on a journey of discovery around the world of tyres, and what they do and how they react in the upcoming Assetto Corsa Competizione... all very exciting stuff, and continue to do wonders to build anticipation for the new title ahead of Early Access release on September 12th.

You can read the full blog post below:

Tyres! And rain… But first…

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.

So, what’s next? Aero I guess… back to writing. (where’s my coffee!)

Assetto Corsa Competizione will be available to purchase on Steam Early Access from September 12th 2018.

ACC 3.jpg


Check out the Assetto Corsa Competizione here at RaceDepartment for the latest news and discussions regarding this exciting upcoming sim. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.

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Like the sound of these blog posts so far? Looking forward to ACC day 1? Let us know your thoughts in the comments section below!
 
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Are there more blogs after this? I'm really interested in the FFB part. I heard(read) that Thrustmasters wheels are banana. Well it's obvious since they compared it to latest Fanatec and Direct drive wheels. How bout Logitech and some older stuff also from Fanatec?
 
I don't see an issue in this point:

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.

It means that there's no way, on that specific circuit, puddles and rivers can form in other areas of the track, unless they re-surface that part of the track. It's simply like when it rains in my street: there are some holes only there will form puddles and the rivers of water always flow in the same direction. The weather is real, fully dynamic, but the puddles will form only on specific points of the asphalt. Is real life weather scripted, then?
 
The way it works and looks in both PCars 2 and rF2 is as good as it gets right now in sim racing. Claiming that scripted ways are ok and good enough for you is fine, but at the end it's a cheap excuse.

Well we agree that they tried.
But Pcars2 drives like a crap
and
rf2 has major flaws like wet line is still the fastest one (which is wrong) , tyres don't pick up dirt etc

All sims that will try to run on a PC will have flaws until we have a super computer in our home a couple of decades from now.

ACC's devs are certainly made some choice having these hardware restrictions in mind.

If ACC manage to simulate better than the rest of how water affects grip not by affecting the tarmac itself (meaning rubber on tarmac) but also tyres' capability of draining water and also drives realistically, i will call it success in my books even if the devs decided to compromise the CPU calculations from a 100% dynamic rubber line (which will always be the same for the same class of cars like we will deal with).

Right?
 
Every sim has pros and cons, budgets, priorities, exclusive features, so "cheap excuse" is a pretty harsh word to use. Fortunately, we are in an age of simracing when there's plenty to choose from.

Ofcourse every sim has it's pros and cons. But the way I see it, people are hyping Kunos for something that is allready out there implemented in other titles in a more sophisticated form. And personaly I am not spending my money on shortcuts. But it seems that a big part of the sim racing community doesn't care :)
 
I am not
Ofcourse every sim has it's pros and cons. But the way I see it, people are hyping Kunos for something that is allready out there implemented in other titles in a more sophisticated form. And personaly I am not spending my money on shortcuts. But it seems that a big part of the sim racing community doesn't care :)
I am not hyped because of that. I am hyped because we finally get a full licensed package of a GT3 racing series with all cars, tracks, etc. As a matter of fact it's a series I love and follow. Anything else is a plus.
 
Probably because Aris actually said rubbering line is NOT dynamic. Like rivers and puddles it's "also from driver feedback".

No, what's true in this is: Rubbered line, drying line, puddles or rivers on track are STATIC, what is DYNAMIC is the pre-established "line" and its amount of rubber (grip) change. So in short is the same thing as in AC (grip %) but in a specific part of the track...
 
Other sims may have some of these tire features, but if the FFB can't accurately communicate these factors back through the wheel, are they even happening?. Hopefully ACC can give you FFB that feels like you have marbles/gravel on your tires, blistering, or depletion in addition to the relative effect on performance. I hope they incorporate cut tires into the damage - if you run over debris, you may get a cut tire. If you get someone's nose into your wheel well - cut tire. Also, AI should have tire failures as well. Coming up fast on a limping car is both realistic and challenging. Hoping for this anyway.....
 
Wow, very nice post with a lot of sweet words for a motorsport engineer to read! This title has great potential.

The only and small correction I would like to point is about the rubber washing and wet grip.

The amount of rubber is not what makes the offline better then the racing line on wet conditions. It's the roughness. And a heavily used line is more worn out (smooth) compared to the peaky (rough) unused part of track.

Why does this happen? Because grip has two components: adhesion and hysteresis (geometrical deformation). On the dry, adhesion is great for rubber to rubber contact, and is just ok for rubber to tarmac contact. But when there's a tiny bit of water between the contact, adhesion is praticaly gone, and all the work has to be done by the hysteresis part of the grip. A smooth surface can't provide that (try sliding on an old smooth steep street with your sneakers on the wet), so a fresh and rough area of tarmac has more potential to grip your car.

So the washing away of rubber during rain won't help much with grip, because that part of the track is already smoothed out by the heavy constant use. Maybe we can consider it still has a bit of roughness, and the rubber covers it, making it totally smooth. This way the grip would increase a bit again when the rubber is washed. So what Aris said can be right, yes.

I just wanted to point out this common misconception that it's just the presence of rubber that makes a wet track slippery.

Have fun racing!
 
No, what's true in this is: Rubbered line, drying line, puddles or rivers on track are STATIC, what is DYNAMIC is the pre-established "line" and its amount of rubber (grip) change. So in short is the same thing as in AC (grip %) but in a specific part of the track...
Sorry I made Xeros confusing post even more confusing. :roflmao:
So you could say placement is static, not the effect. IMO in track racing pre-established racing line is not problem as long as it's in right place. There is no other fast lines like in oval or offroad.
 
It seems some internet people have to take some Indiana Jones lessons, and learn how to explore and find information at the source (or as close as possible to it). At least 20% of the posts here would not exist if everybody took a few minutes to register at the AC forums (for those who don't know it, here is the link: https://www.assettocorsa.net/forum/index.php) and then read what the developers have written:

For example, read post #28 from Aris on this link: https://www.assettocorsa.net/forum/index.php?threads/tyres-oh-its-raining.50739/page-2


"Sba said:

Could you elaborate a bit on this? Is it like in AC where the grip is the same on every part of the track? Or is there a racing line, just not "dynamically generated" but "scripted", while still having different amount of grip *on* and *outside* the line as you drive along?

Yes of course. So the dry rubbered line, is created like in AC, with cars driving over it. The design though is much more specific and narrower than in AC. Outside the rubbered line the grip remains " mostly green". Marbles also form outside the rubbered line and you can collect them, with the effects I described in the initial post. Also the system can modify the line in a way that in a race it can get worse instead of arriving at 100% and staying there... it can get pretty dynamic, definitely a step forward from AC
But the best part of it all, is how the tyres react on top of it. It doesn't just modify the grip, but it modifies the behaviour of the tyre.
As usual, don't expect night and day changes, everything is subtle, but with experience, definitely noticeable."


See something new? :)
 
No, what's true in this is: Rubbered line, drying line, puddles or rivers on track are STATIC, what is DYNAMIC is the pre-established "line" and its amount of rubber (grip) change. So in short is the same thing as in AC (grip %) but in a specific part of the track...

Well let's hear what @Aristotelis says:

  • 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.
Also we now that : "driving line is not dynamic but also from driver feedback" .
So , racing line is dynamically formed regarding grip from passed cars (as AC whole track), but the line itself will NOT be dynamically shaped by the trajectory of cars but will always be the same.
BUT , since we have only 1 car type , there is no point on calculating the line since this will be the same.
Ok, no problem for dry races.

BUT

What happens when drying?
In ACC we will have the racing line having different grip regarding how much water. This is really cool and this where rf2 has it's major flaw, since in rf2, the wet line is always the fastest one.
So no problem from dry -> wet transition. It's even better than rf2. The complexity is way deeper, not even close.
On drying though?
Since drivers will avoid the dry line or slightly alter their lines, IRL the line that will dry will be slightly different than the previous dry one.
Mark the "slightly" word. I have only watched F1 in my life so i know that this line is only slightly different that the dry one.
Maybe the difference is so small that KUNOS decided that they will not invest on this.

Perhaps @Aristotelis can help us understand.

 
I don't see an issue in this point:

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.

It means that there's no way, on that specific circuit, puddles and rivers can form in other areas of the track, unless they re-surface that part of the track. It's simply like when it rains in my street: there are some holes only there will form puddles and the rivers of water always flow in the same direction. The weather is real, fully dynamic, but the puddles will form only on specific points of the asphalt. Is real life weather scripted, then?
Not really: cars drivibg over a puddle will make it empity over time, streams and puddles will form differently depending on track temperature, sun angle and where it's raining over the track, track's drains and tarmac/grass off-track areas will influence how water accoumulates and dry over time. Lots of things can change, expecially during long races, between dynamic and scripted track flooding.
 

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