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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This is a statement that you cannot prove/measure nor do I think it is true.
(a statement that screams fanboy)
Well, there may be not objective way to measure certain things, but something that for me is very evident is the passion Kunos have for the work they do. I can feel the enthusiasm and excitement of @Aristotelis when I read his blogs. For me its a reflection of how much they love the work they do, and the dedication they put on it.

We are very lucky all the required pieces (talent, sponsors, investors, community) have been put together in order to make ACC a reality.
 
Aris confirmed on the AC forums that the rubbering line is dynamic, it's just the puddles and drying line that are static. Maybe not what some people hoped for, but I don't think it will affect the sim much at all. Can't wait to get my hands on it.
That's absolutely disappointing. Especially in connection with the announcement that you should avoid the rubber line in the wet because it's very slippery, it's almost silly not to use it while it's drying there
 
Let's hope aquaplaning is done properly unlike pc2
I agree, AI passing puddles in 30 Km/h corners like on rails, and we spinning and losing control like as we just were driving with a polished wood on ice.
Tbh, I don't know if they improved that meantime, as I quit pCars2 long ago. Worst FFB game ever had.
Really waiting for day 1 to get my hands on ACC. The odds seems to be on the right way.
 
rf2 has major flaws like wet line is still the fastest one (which is wrong) , tyres don't pick up dirt etc

However, this is only due to the fact that here generic effects are simply added to a mathematical tire model, while in rFactor2 a tire is simulated as a three-dimensional body with all its material properties as a whole. It's not easy to simulate Marbles by formula if you continue to use this highly complex path.

Right?
 
Another implication of the non fully dynamic rubbering of the racing line is that if you and your friends are shitty you will have an even harder day. Because your setup and hability might get you wide lap after lap and there will be no rubber there.

On the other hand if you are racing against the AI or have nice pace and setup things will be better than in other games. Because - in other games - you would be the only car doing a certain line while the whole AI field could be making an unrealistic line - even depositing marbles on your racing line.

I wonder about the dynamics of the drying path. Will it also be restricted in it's placement like the rubbered line?
 
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?

^^This, very well said.
 
I agree, AI passing puddles in 30 Km/h corners like on rails, and we spinning and losing control like as we just were driving with a polished wood on ice.
Tbh, I don't know if they improved that meantime, as I quit pCars2 long ago. Worst FFB game ever had.
Really waiting for day 1 to get my hands on ACC. The odds seems to be on the right way.

I agree that all these 'newish' features should be done properly, and I hope they don't over do it that it starts to feel exaggerated. Like in F1 2018 for example, I raced about 20 offline races this past week and if I counted it right, it rained 12 times out of 20 races. How many times does it even rain on F1 races in a full year?

Anyways, I'm just advancing the comparison and hoping that Kunos don't make mistakes like that. Aquaplaning, rain, night races... I like to experience them all but I don't need the title/game to shove it to my face... I just want it to be right enough that I only know it's there, but not have it every other race I do. :cautious:
 
Sounds like a decent tyre-model this time:whistling::D

I hope they also provide us with some decent enough setups for certain circumstances for every car, like pCars 2 does more or less. A good low-downforce setup with adjusted suspension would be nice. It's not that i can't setup a car myself, but people shouldn't be able to gain more than 2 sec. out of a better setup, maybe one second for more grip including more difficult handling and one second because it fits more your driving style. Certainly not like the Lotus Exos running 4-5 sec. faster around Paul Ricard in AC when increasing the tyre-pressure for less rolling resistance:confused:.
 
^^This, very well said.

I even agree on the points he made. But they have nothing to do with the point we were discussing. If the racing line is allways drying on the same spot no matter if cars drive there or not, then it is equaly flawed as the dry line being the fastest line in wet conditions in rF2. And that PCars 2 drives like crap or not, doesn't change the fact that their wet weather implementation is the best in business.
 
  • Deleted member 113561

It's an opinion. He doesn't have to prove :poop:. Just like your opinion regarding it's not true. Everything is subjective, move along. :thumbsup:
Wrong, it is formulated like a fact and it also spreads misinformation.
Many devs are really dedicated, you just normally don't hear nor see them. Games like Star Citizen, Assetto Corsa, Assetto Corsa Competitizione just decided to make them visible to the consumer.You basically have no clue whats going on behind the scenes at other devs like DICE, SMS, Studio 397, Bethesda, etc. etc. etc.
For the gt3 surely, the data of all the teams participating in the SRO series :cool:
I believe that talent comes along dedication, so it must be true.
What the **** is that logic? Turn down the bullshit please.
With dedication does not come talent.
Well, there may be not objective way to measure certain things, but something that for me is very evident is the passion Kunos have for the work they do. I can feel the enthusiasm and excitement of @Aristotelis when I read his blogs. For me its a reflection of how much they love the work they do, and the dedication they put on it.

We are very lucky all the required pieces (talent, sponsors, investors, community) have been put together in order to make ACC a reality.
I think we all could agree that they are passionate, but saying that others are not as passionate or talented as them is mean and for sure not true. It's like I would say the work you do is of terrible quality, even you work 120% on ie. cancer cure.

Luck has nothing to do with it - that's what many people should start to realize. If you organize properly you have a very good chance of success - stuff like talent, investors (is the same as sponsors btw.), community, success come by themselves then. Ofc necessary is some sort of demand for it.

fanboys are one of the worst things of the 21st century
 
Sounds like a decent tyre-model this time:whistling::D

I hope they also provide us with some decent enough setups for certain circumstances for every car, like pCars 2 does more or less. A good low-downforce setup with adjusted suspension would be nice. It's not that i can't setup a car myself, but people shouldn't be able to gain more than 2 sec. out of a better setup, maybe one second for more grip including more difficult handling and one second because it fits more your driving style. Certainly not like the Lotus Exos running 4-5 sec. faster around Paul Ricard in AC when increasing the tyre-pressure for less rolling resistance:confused:.
AC have decent base setups for every car I have driven (haven't driven all of them) but especially for GT3 cars those are pretty good. You propably gain about second or a bit more. But that's okay, bacause otherwise doing setup work would be useless. After all making setups is major thing in simracing.
 
How can they put so much effort it and not charge the world for it? Forza 9 will probably touch over hundred quid for the mega gold collectors epic everything brass knuckles albatross edition. I feel like I'm robbing somebody. In all honesty I haven't read the last two physics blog posts. TL:DR the price won me over.
 
People getting hung up about words here and start playing the Sim A vs Sim B ...
In the end I don't care if a word like dynamic, evolving, scripted or static fits the approach of the devs. In the end the realization is important to me. Did they succeed in simulating convincingly different scenarios on the racetrack.
 
Genuine questions:
1) How does tread look like on these cars? Never paid attention… Will there be IMO tread depths wearing out at different paces because of camber?
2) Can someone educate me about the tire sizing numbering system…? What does the second number mean?

Ty.
 
I wonder about red flagging a race due to heavy rain. I've played pcars2 fore quite some time and between a quite realistic behaviour of wet racing and ai not being on the same physics model most of wet racing was just impossible, especially when track was so wet that I had to tip toe the track. I mean when I have to tip toe on the track it sure would have to be red flag situation. Don't get me wrong if the ai was on the same boat physics wise it would probably be fun in a way. Hopefully ACC will not present us with such ridiculous scenarios and the AI will have to suffer the same or we'll see a red tag on a stick. I have all faith in kunos right now and keep my fingers crossed.
 
AC have decent base setups for every car I have driven (haven't driven all of them) but especially for GT3 cars those are pretty good. You propably gain about second or a bit more. But that's okay, bacause otherwise doing setup work would be useless. After all making setups is major thing in simracing.
I love doing setups and i know most people don't have a clue what to adjust for changing the car behavior to what they want. I have almost 2k hours on my Steam-account in AC and spend likely a third if not 50% of the time doing setups, but there are exploits in some cars you can't find just by using setup-rules. GT3-cars have too much downforce for many tracks on default, the soft slicks have too low pressure and overheat in no time, so you always have to do two setups for qualifying and race, which is annoying as f....

And while trying to setup GT3-cars for low-downforce you really get into some trouble regarding physics and that's why i appreciate the new physics. Kunos seems to know very well what is not that good in AC.
 
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