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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I think it's great that Aris and Stefano have made the leap to a fully dynamic tyre model for ACC. I am also curious how it will be received by AC fans. In terms of development, it seems to me that ACC is taking a more cautious and conservative approach in terms of rolling out new tech like this when compared to e.g. PC1 and PC2, given that the focus is on a single compound with three or four widths running in a single series.

And can I just point out that, so far, those of us who care about PC2 haven't said anything negative about ACC? We've simply pointed out that PC2 already delivers similar features (see the posts by hotak for instance -- I don't understand how people can disagree with facts if I'm honest, but there you go). I've seen some pretty cool time-lapse visualisations in a debug build over at WMD made by the guy who implemented the hydrodynamic simulation in PC2, where he shows how water flows and drains in accordance with track elevation/camber and track drain pipes and the effects of sun and wind. Here's hoping you guys get to see something similar for the scripted flows from Kunos at some point.

As people have already touched upon, the biggest tradeoff with having these physics simulations implemented is the demands they place on the CPU budget. From what I gather, AC has (and ACC will have) the advantage of having the Human player and the AI run on the exact same tyre model. I have come to understand and appreciate that this should NOT be underestimated.

I wish Kunos and ACC all the best. The journey is going to be at once very challenging and very exciting, and hopefully -- once the inevitable bugs are ironed out and the title has received the necessary polish -- it will result in a top notch simulation product. :thumbsup:
 
Just scanned through both the Assetto Corsa Competizione blog post, here on race department and noticed a trend, this is the same trend I have also noticed, on youtube, where a real racing driver, or a popular youtube simracing streamer would stream live or prerecorded shows of Assetto Corsa or ACC.

My Question, Why do all Assetto Corsa competizione blog post, gets invaded by fans of a particular simracing title namely rFactor 2, are you being told to post on ACC blogs and constantly mention rFactor 2, as a cheap way of advertising for the game, on competing titles blogs.

It's just something I've been keeping an eye on, this also happened when Assetto corsa was released 4 Years ago.

Again it's just an observation. :sneaky:
 
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From Marco Massarutto's facebook:

https://www.facebook.com/marco.massarutto.1/posts/10212091554558096?__tn__=K-R

"So, the wait is almost over, by Wednesday 12 you can finally have a first taste of what you can expect from Assetto Corsa Competizione. So, what you can expect?

In terms of content, as you might know, the Lamborghini Huracan GT3 and the Nurburgring GP Circuit. As we have done with Ferrari and Porsche before, by 2017 we established a very good partnership also with Automobili Lamborghini and Lamborghini Squadra Corse, and since they won the last Blancpain GT Series Championship, we have been glad to pay them a tribute, allowing our user base to have the Huracan GT3 as first driveable car in the game.
The Nurburgring GP has been choiced as first track for more than one reason: we are going to release the game in the same week of the Blancpain GT Weekend at the Nurburging, so you will have the chance to enjoy the next race even more; also, next week we'll join the Simracing Expo that is organized by ADAC right at Nurburgring circuit, so all the guests will have the chance to play the game at the Expo on the same track. Last but not least, the Nurburgring GP is one of the oldest 3D assets produced for Assetto Corsa 1 in 2012: through the years we improved our modeling and graphics tecniques, and in AC1 some difference in terms of details and visuals between the Nurburgring and the latest tracks like Redbull Ring and Laguna Seca was quite visible. Most of parts and details of the Nurburgring in Assetto Corsa Competizione have been re-made from scratch, so, selecting this circuit for the first release of the new game, you will have the chance to see that that Assetto Corsa Competizione isn't a sort of "copy&paste" operation from AC1, but a completely new game.

In general, except for Nurburgring GP, Monza and the Ferrari 488 GT3, for the Early Access program we wanted to offer to our user base the chance to enjoy the game with cars and tracks not available before, like Misano, Paul Ricard, BMW GT3, Bentley GT3, and so on, and we hope you will like this choice.

Coming back to the first EA build, as opponents for quick races and special events you will not be forced to race only against other Lamborghinis: so you will find also some Ferrari and Audi cars on the grid. These GT3 have not been completely finalized yet in terms of handling&physics, so you will not able to drive them, but they will add variety and variability to your races, to grant you a lot of fun. The reason is that 1) even if this is a beta, we don't want to make any confusion about what you can expect from AC Competizione in terms of handling, allowing you to drive cars that have been finalized in all its details, and 2) the goal of the Early Access program is not just releasing content, but testing and improving the final version of the game, and proceeding step by step is definetely the best strategy a little team like Kunos (that today employes 22 people) can have. So, the Lamborghini Huracan GT3 is the first one, and I'm sure you will enjoy it.

The first EA Release gives you access to practice, hotlap, hotstint (that, once will be finalized, I believe it will keep you on the seat for long time) and quick races. About weather and track conditions, you will be able to drive at your favourite time on the overall night&day cycle, and different weather conditions (from sunny to storm) will be available as well, except for the dynamic weather (variable conditions) that is still under development. Also, some online special events will be available as well, giving to you the chance to take your place on the online, worldwide, leaderboard (that you asked for years), and to us the chance to start a massive test for the new rating system (that you asked for years too), with the aim to improve and finalize it within the end of the EA Program. At this URL:

https://www.assettocorsa.net/forum/...ing-system-we-want-to-help-you-improve.50766/

you can find what the guy behind it, Kevin Stuck, is doing for you.
1f609.png
;)

At this stage, the game is localized in English and Italian [BUT] we'll add more languages during the EA phase OR, at the worse, in time for 1.0 version of the game. We are creating lot of texts for explanations, helps and descriptions to allow you to enjoy the game at the very best, and the translation process isn't easy as you could imagine.

Options, controls and assists
The first EA build includes support for keyboard, gamepad and steering wheels. You can navigate the user interface using mouse and keyboard, but (finally) also using the gamepad or the steering wheel. We'll provide some presets for the most popular steering wheel, and we'll add more profiles during the process. However, if you don't find your steering wheel in the list, don't worry, you just need to configure it manually, since most of the DirectInput controllers detected by Windows are detected by AC Competizione as well.

About the gamepad car control, we worked to provide an improved experience, working on automatic gear algorithms, stability settings and steer assists (if you want to keep the assists on, of course), so that if you don't care / can't purchase / don't have space for a steering wheel, you can enjoy AC Competizione using your gamepad anyway and having fun. In next builds, we'll provide you also more options to customize your gamepad controls at the best, so thank you in advance for your patience.

In terms of options, you will be able to change your system configuration (video, sounds, etc) even during a session, without the need to quit to main menu and load the session again, allowing you to setup your AC Competizione settings at the best.

Let me remind you again, that this version of AC Competizione is just the first one of a 6-month dev program, so if you don't find there what you are looking for in terms of functionalities, content, options, don't worry, we are working on it, and the Early Access Program has been designed also to hear from you, getting your feedback and suggestions.

This is just a little preview of what you can expect to find in the first beta. Let me thank you again for the amazing support you gave us through the years, helping us to improve our simulation more and more. With AC Competizione, we are working really hard to provide you the best racing experience we can achieve, and we hope you will like it. See you on track by Sept. 12!"

41222147_10212091536477644_6144032609069432832_o.jpg
 
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This rating system look way more promising than the iracing rating system. I mean, Iracing basic rating is : the number of incidents you have in a sessions. So you been bumped 15 times and put 2 wheels two time in the grass and you disqualified of a session....
The ACC look so much revolutionary!
In a certain way every game should have the same rating system.
Anyway that only my opinion!
Thanks for sharing that link
 
I think this time a developer can achieve a phenomenal deed, bring all that grumpy folk from different standpoints together and enjoy the competition peacefully.
:D:):thumbsup:
 
Wrong, it is formulated like a fact and it also spreads misinformation.
That's a stupid and uneducated conclusion. It was not formulated as a fact, it was an opinion. The only way it can spread misinformation would be dependent on the person not intelligent enough to recognize the difference between a fact and an opinion.
 
  • Deleted member 113561

That's a stupid and uneducated conclusion. It was not formulated as a fact, it was an opinion. The only way it can spread misinformation would be dependent on the person not intelligent enough to recognize the difference between a fact and an opinion.
On the contrary, it is the right conclusion, but as you need to insult me already:
Then formulate it different ; you didn't put anything like "I think" "Imo" or similiar in it.
 
Oh, you want me to reword it so you don't feel insulted? Well grow up, not going to happen. If you come into a forum and put down other people for their opinion, then you can't turn around and cry victim when someone debates your opinion.:rolleyes: The idea that you think a simple opinion can be misconstrued as fact, pretty much says it all. If you don't like what I say, then block me.:thumbsup:
 
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So you say, every Formula 1 driver can be a Senna, Schumacher or Hamilton?
No, some people are just better at things.
They can get close with hard work though and that's why I think with the proper organization and will you don't need luck, the success will come sooner or later by itself :) (this is specially meant for longterm)

No, I did not said that. That is why I included "not on all cases" of course. I imply dedication will usually "up your game". It will develop talent. How much compared to natural talent? Hard to know, but again I believe hard dedication will usually surpass raw talent. Of course, you cannot get water from a stone :sneaky:
 

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