Assetto Corsa Competizione: The 5 Point Tyre Model Blog

Paul Jeffrey

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ACC c.jpg

In another very interesting post from Kunos Simulazioni, physics developer @Aristotelis talks about the upcoming new 5 point tyre model for the simulation.


Developed by the makers of the popular Assetto Corsa racing simulation, and benefitting from the official licence to represent the 2018 and 2019 seasons of the Blancpain GT Series, Assetto Corsa Competizione continues to be expanded and improved upon following V1 release earlier in the year - the next development set to be a new 5-point tyre model...

Five point tyre model I hear you say... pray tell, what might this be? Frankly I've no idea, so I'll leave it to Aris to explain...

In modern computing, collision detection is still one of the most resource consuming operations a physics engine has to do. It needs to be very fast, very accurate and low resource demanding, but you can only choose two of them at once… Add to the equation that in AC and ACC the cars drive on an invisible physics 3D mesh with millions of polygons, derived from the laser scan of the real circuit, and it’s clear that a compromise has to be made. On top of that, AC and ACC uses the same player physics for the AI, requiring even more resources.

The collision detection of a simulation has to be very fast and very accurate, otherwise strange things might happen to the simulation. So in order to make it less resource demanding the tyre model of AC and ACC uses one single point to determine contact of the tyre with the terrain, being this last one a flat asphalt, bumps on the asphalt, various types of curbs, grass and so on.
This solution is a quite good compromise in order to have decent performance and high simulation accuracy. It permitted us to push hard and evolve the tyre model, adding more and more features on it. As a matter of fact the ACC tyre model is one of the most evolved ones, completely dynamic with a wide range of causes that affect and influence the grip and response of the tyre. Various heating levels, different tyre wear features, various influences in tyre rigidity and damping, completely dynamic slip ratio and angles, dynamic rolling resistance in different situations, full water draining simulation etc. etc. the list is very long, very complex, innovative and often involving completely original and breakthrough solutions, derived from meticulous studying and hard work of Stefano Casillo that you won’t find in any scientific paper, as he had to build new equations by himself.

Unfortunately, while still acceptable in AC, the more advanced physics engine of ACC put in evidence the limitations of the above solution. Our tyre model started to have issues and downright buggy behaviour under certain conditions over curbs. The use of laser scan circuits, gives no doubts on specific features of the circuits. If a curb is high, has a specific angle, has dangerous angled steps in it or any other strange feature, then the laser scan will show it in millimetric accuracy. On the other hand, our company motto is that we take no shortcuts in things we are certain. If a curb is made in a specific way, that’s how that curb is going to be implemented in the sim. If that means that our tyre model is going to suffer on it, then so be it, we will have to work hard to make it better and for sure we ain’t going to make the curb smoother just to “workaround” the issue. So let’s analyse what exactly happened with our tyre model in such conditions.

First of all, let’s see how the tyre model would deal with a high but smooth curb, like the many of the curbs at the circuit of Spa Francorchamps. As you can see in the screenshot a curb like this, although it has a smooth surface, it has a quite steep angle, often exceeding 30°.

ACC a.jpg

The single contact point is approaching the curb but still stays in the completely horizontal surface of the asphalt. Even if graphically the tyre starts to be “on the curb”, the actual point still remains down on the asphalt. This also tricks the mind of the driver, because in real life, if the edge of the tyre touches the curb surface, the driver will hear and feel the tyre touching the edge and take appropriate action or at least he will know he is gradually going over the curb. In ACC this won’t happen. As an example, many people see in real life the left inner curb of Eau Rouge being dirty from tyres and think real drivers abuse the curb. They try to do so in ACC and get an instant spin. In reality, you just need to touch the curb a bit and you can feel it and make it dirty. In ACC the driver will probably think he still has space and on the next lap he will go even close. This creates also a false impression to the driver of where the limits of the car are and the driver might caught himself trying to place his wheels in places he shouldn’t do. At some point the single point will go over the curb. Instantly it will understand a 30° surface inclination. This is an extremely big change on the contact point and a huge spike in load, vector, rolling resistance and so on, resulting also in big spikes in forces and grip. Consider the following situation:

You are on the limit of grip in a turn. The outside wheels are right on the edge. You climb with your front internal tyre on a high curb. This means that you raise the front inner end of the car and obviously you load the rear tyre with even more load. The tyre, already at the limit of its adhesion, cannot afford any more load so it starts to slide. In AC/ACC the front inner tyre will also take a big spike in load and rolling resistance, so it actually brakes for a moment and throws to the suspension more forces than it should. Those forces end up to the rear suspension and tyre in big spikes and the tyre loses even more grip. Usually in very stiff racecars, the inner rear tyre might even go airborne losing all grip and forcing the differential (if locked) to move even more torque to the outside rear tyre.

ACC b.jpg

If during the whole process, you also remain on the accelerator, you will have a situation where the rear outside tyre pushes forward with less lateral grip while the front inner tyre pushes backwards. Practically you car is transformed to a tank with treads that move in different speeds.

ACC c.jpg

This is why in AC/ACC if you modulate your accelerator the issue is practically non existent but also why if you stay on the accelerator the behaviour is exaggerated.

Another example are stepped curbs. As you can see in the following screenshot of a Paul Ricard curb, the steps of the curb are not equal from side to side, but gradually become more and more deeper (or in other curbs they might go upwards).

ACC d.jpg

The tyres of a GT3 car are quite wide, around 30cm wide. This means that often the tyre can be over the curb with the outside part going over the more shallow part of the step, and the inside part going over the completely flat part of the curb, leaving only the center of the tyre hanging through the most deep part of the stepped curb. The result in real life is that while you will feel vibrations from the curb, they will not be as important as the most profound part of the curb. Again, unfortunately in AC/ACC the single contact point at the center of the tyre, will get the worse possible condition of the stepped curb, something that in reality would never occur. So again in AC/ACC the behaviour is much more harsh and critical than in real life.

Finally, some kerbs have an almost vertical step at their outside edge.

ACC e.jpg

Often the driver will ride and go over the edge of said kerb and then slowly return to the main road going almost parallel with the curb. ACC in particular is extremely critical in such situations. Adding full 3D flex of the contact point (only vertical in AC), created a critical condition in the above scenario. The single contact point would go to the vertical parallel side step and being as high and vertical, instead of climbing over it, it would start to flex outwards, practically getting trapped in a rail. The driver would see that the car wouldn’t follow his commands to reenter and at some point he would move some more the steering wheel, creating more lateral force than actually needed. The front tyre contact point would climb over the step and then obviously would have excessive slipangle that would steer the front end very fast. At the same time, the rear tyre would be in the same condition and still trapped, so it won’t be able to follow the rotation of the car and will continue straight ahead in the rail, practically inducing the car into a very fast spin.

ACC f.jpg

This is one of the most well known and widely reported “curb of death” situations in ACC and in great need of a solution.

Paradoxically, sometimes trying to make the tyre model even more accurate, detailed and realistic to drive, you get into extreme situations that are so critical and have so bad side results that can practically destroy all the good intentions and effort to offer an even better simulation.
Fernando has been hard at work on our tyre model. With the help of Stefano so that he can understand the underlying code and make sure we get no big impact in performance. Some extra code performance optimisation from Fabio was more than welcome too. So from version 1.0.7, ACC now features a 5 point contact model! We implement 2 contact points at the edge of the front of the tyre footprint, 1 in the middle of the footprint and 2 more contact points at the edge of the rear of the footprint. Each single point moves and flexes independently reacting on forces and surface contact, but also, predictably forces to move the other points together, averaging the resulting forces and vectors, giving a much better representation of what an actual tyre would do.
Examining the above 3 examples again, we can observe massive improvements of how the new tyre model is reacting.

On the first smooth high curb situation, the advantages are multiple. First of all, when the edge of the tyre touches the curb it activates the sound and properly moves the FFB steering wheel, thus communicating at the driver the correct width and position of the tyre. Furthermore the contact points at the edge of the tyre, get the spike of the steep angle of the curb, but their forces are averaged to the rest of the contact points that are still on a flat surface. The tyre actually “climbs” over the curb, instead of instantly finding itself on top of it. There are no more load and angle spikes except the realistic load changes.

ACC g.jpg

So obviously if you are too aggressive the rear tyre will lose grip and can still provoke a spin, but the result is no more exaggerated so there are no more excuses for bad driving ;)

On the second example, the contact points now include the whole width of the tyre and if that’s the case successfully keeping the middle of the tyre in the air while also being spread longitudinally in the footprint length. There is always a contact point touching the surface at the front or the rear of the footprint even if the tyre is rolling on the steps. On top of that, the extra points are controlling for load spikes and avoid situations of excessive rolling resistance or vectors that point backwards to the car motion.

ACC h.jpg

This greatly improves acceleration over stepped curbs, as in example at the exit of turns, which in the past, drivers would avoid in order to not harm their acceleration.

Finally, on the most important third example, as clearly explained before, the multiple points now permit the tyre to “climb” over obstacles. So when the edge of the tyre hits the vertical step of the edge of the curb, those contact points start to flex and go parallel “entering the rail”, but the rest of the contact points, still push through the direction and push also the edge points to climb the edge. The driver doesn’t have to do anything with the steering wheel, and the tyre simply goes over the edge of the curb without any dramatic situations.

As an extra bonus, we have also added a new dynamic feature to the tyre flex behaviour. As you know the footprint of our tyre model now flexes in three dimensions. Going even further in tyre simulation, the lateral flex provokes the tyre to lower its profile. This means that the more the tyre flexes laterally the more the ride height lowers. Obviously the change in ride height is minimal, but in a car with proper simulated aerodynamics we know that even one millimetre is important to the handling and balance and so this new tyre model feature plays an important role to the car’s handling. You might notice a bit less understeer on power exit with some rear and mid engined cars, since the lateral flex of the tyre will bring the nose very slightly lower. Gives a bit more control to the front end of the car.

The new tyre model feels even more accurate to drive, permitting placing the car with more precision and absorbing bumps and undulations better with more predictability. All of this is now possible without any hits in terms of performance, which is practically a miracle and win win situation for all of us. As I’m writing this article, we are working very hard on balancing the various values and testing performances and handling, so that laptimes will remain more or less equal and general balance of the cars and your setups won’t change, except maybe for better precision, stability and predictability of the tyres both on and off the curbs.

One more thing…
In our never-ending research for more realism, we knew that we had to improve our Traction Control systems. With the strict rules of the Blancpain series and the BoP in place, there’s not much performance to be found in terms of aerodynamics, chassis, engine and suspension. But the electronics, although regulated, are still a big open field and automakers spend a big amount of their budget to improve such systems.
In street cars, the Traction control engages on the aperture of the accelerator (drive by wire), on the engine ignition timing, on the engine ignition cut and on the brakes. With a combination of all of those controls, the engage of the TC can be smooth and highly efficient.
In GT3 race cars, the control of the throttle and the brakes activation is prohibited by the rules. The TC can “only” modify the ignition timing which lowers up to a point the engine power delivery and if this is not enough, then it will start to totally cut the ignition at a high frequency, resulting in the characteristic engine rattling and vibration.
Been able to lower the ignition timing before cutting totally the ignition, is very important because it permits a more gradual power delivery and a more accurate control at the initiation of a sliding, giving the driver the possibility to modulate throttle application or work around the slide with steering inputs.
To better control the TC engagement, the ECU not only tries to estimate the sliding and slipping of the tyres, but now also uses gyroscopes that measure the yaw rotation of the car, sensors on the steering wheel, and many other parameters so that it can accurately calculate the acceleration of the yaw rotation of the car and understand and predict if it is controllable by driver or if it has to intervene to slower such rotation and give the driver the time to react.
All of the above is now simulated in ACC, delivering a more advanced TC intervention that not only can make you faster and safer but also, incredibly enough, make the car handling more enjoyable even over the limit! Honestly I never thought I would say this for a electronic system…

All of the above, was not a small feat by any means. It took hard problem solving, analysis, non stop testing and balancing. We are very proud of the results as we think they push the simulation realism even further and we are confident that all of you will enjoy ACC even more and appreciate the efforts to not deliver you just another racing game, but really push the boundaries of simulation. As with such complex systems, we hope everything will work flawlessly but if you find any issues, please report everything to our support forums and we will do our best to resolve them.

Original post HERE.

Assetto Corsa Competizione is available now on PC.

For more from the world of ACC, why not head over to our Assetto Corsa Competizione sub forum and get yourself into the thick of the action? We have a great and knowledgeable community, plus some pretty epic League and Club Racing events, if I do say so myself. Go on, treat yourself!



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Those devs, push each other and deliver every year or even sooner, often updating existing and on the market titles for free, instead of waiting for the new one and charging for it.

You talk about haters, yet you say this? I don't think you are in a position to criticize other teams business model, specially when you just delivered a GAME that wouldnt even count the championship points at launch.

I think you should focus more on improving your product, and less on the "haters" on the internet.

Costumers dont owe you nothing, not their money, not their sympathy, and specially, not their gratittude. You turned your hobby into a living thanks to them, so if they have something to say, you should listen, and act accordingly, and not sulk because the reception to your "amazing feature" wasnt the one you expected, and specially not demand any sort of "grattitude" from them when you fail to keep your promises.

And i could say this to you as i can say this to any other Dev, before people think i am anti Kunos biased or anything of the sort. I know that people that know me know i am not.
 
Pit animations are returning. Driver swap with AI I don't remember about that being advertised so as it is not my sector I don't know what to tell you. I'm sure that if it's in the plans it will appear soon in the forum news
Swap with AI is a cool feature for long races offline, please consider.
Can you give a word about grid limits and full course yellows/code 80?
 
The end user, being hardcore alien, passionate simracer, or simply a videogamer that likes cars, are the main winners from this. They get software of amazing quality and realism at thousand times less from what they pay for their HW. Yes of course we can go on forever and analyse how the gameplay is not all you want it to be, how one thing or another doesn't work as you think it should and so on. Still, I'm pretty sure the vast majority of you have enjoyed their favorite sim for at least 10 hours... usually for years. With a similar price you usually get just a night at the cinema and pizza..

As a relative newcomer to Sim racing and gaming in general, I have to say that this is the dynamic that blows me away. For less than $100 (usually way less) you can purchase a software that will provide thousands of hours of entertainment. Every once in a while, new content or updates come out to refresh and continue to inspire.

But folks, you are not joining a religion where if things aren't as you expected then it causes you to question your very being. Some guys are young enough where they literally did grow up in one sim or another, and I get the allegiances that might form, but it's software. You will eventually have to move on and fighting for the valor and virtue of one title or another is wasted energy. No matter how good or superior something is today, it will be tomorrow's Mario Cart. Just enjoy them all - if you have the time.
 
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You talk about haters, yet you say this?

Has all the rights in the world. Devs who constantly keeps their simulations evolving and building only up up and up is the core of simracing, and without them this genre wouldn't have not even half of its prestige. And it might not even be the best business model. Some other dev may be adding stuff and then taking some out, so that it wouldn't be too good, and just good enough while setting up a comfort for frequent releases of new titles...

P.S. I suppose Kunos is trying to find a happy medium point between supporting titles for long years and producing titles frequently enough, but not too frequently so it is possible to keep evolution of their simulation growing continually.

P.P.S I wish it was also applied to AC in house graphics engine, but physics is the main thing anyway.
 
Pit animations are returning. Driver swap with AI I don't remember about that being advertised so as it is not my sector I don't know what to tell you. I'm sure that if it's in the plans it will appear soon in the forum news

Interesting. You have mentioned pit animations, but I am unclear on the stance regarding driver swap animations (which were advertised). Will they both be included? I am also surprised about the AI.
 
I'm always amazed by haters in such a niche market. We have (talking as a simracer too), like 3 or 4 dev studios that make highly advanced and innovative vehicle physics engines, completely custom made.
Those devs, push each other and deliver every year or even sooner, often updating existing and on the market titles for free, instead of waiting for the new one and charging for it.
As a dev I was impressed and amazed by the dirt model of iRacing and the dynamic rubbering/drying line of rF2 so to give you an example. It pushed us to do other things better, we implemented tons of active stuff, 4wd, 4ws, aero, hybrid systems and so on. They did so too in some of their cars.

If you see the history of those titles, each advancement of one, being in physics, graphics, licensing, sound, has pushed the other one to get better. Do you remember the initial tyre model of iR? well try it now. Do you remember the licensed cars and laser scan circuits of rF2? Well check again now. Do you remember the rain and night and sound of AC? Look again... It is a very healthy competition.

The end user, being hardcore alien, passionate simracer, or simply a videogamer that likes cars, are the main winners from this. They get software of amazing quality and realism at thousand times less from what they pay for their HW. Yes of course we can go on forever and analyse how the gameplay is not all you want it to be, how one thing or another doesn't work as you think it should and so on. Still, I'm pretty sure the vast majority of you have enjoyed their favorite sim for at least 10 hours... usually for years. With a similar price you usually get just a night at the cinema and pizza.
So even if you don't like a sim or dislike a developer for whatever psychological issue that I can't know or understand, you still have only to gain if a sim makes progress... sooner or later it will make your sim of choice to become even better.

Make setups, not war.

Just a quick note to thank you guys:thumbsup:
And don't worry, there always many of us that really love your dedication and hard work:rolleyes:

I'm just excited for the next update now!
I hope you guys fix the weird start of race in multiplayer:whistling:
 
Off topic: I am really impressed by socalled haters and contributers with obviously limited talents, asking question, which were asked million times before etc. Could it be, that there are some bots around, which are suffering from a sluppy code?
 
You talk about haters, yet you say this? I don't think you are in a position to criticize other teams business model, specially when you just delivered a GAME that wouldnt even count the championship points at launch.

I think you should focus more on improving your product, and less on the "haters" on the internet.

Costumers dont owe you nothing, not their money, not their sympathy, and specially, not their gratittude. You turned your hobby into a living thanks to them, so if they have something to say, you should listen, and act accordingly, and not sulk because the reception to your "amazing feature" wasnt the one you expected, and specially not demand any sort of "grattitude" from them when you fail to keep your promises.

And i could say this to you as i can say this to any other Dev, before people think i am anti Kunos biased or anything of the sort. I know that people that know me know i am not.

While what you are saying is accurate about consumers not owing anything, you have litterally not understood or purposely misinterpreted what Aris said. All the sims we have are constantly improving. You can be a fan boy, just don't be an ignorant one and let people enjpy what they want to enjoy.

Stop the hate people, and maybe keep on topic. I'm tired of reading all these threads that turn into a e-peen measuring contest.
 
I'm looking forward to this improvement, i'm pretty salty with driving in ACC recently, because of weird randomly wonky behaviour on some surfaces (even if it seems better now, than in 1.0.0). I will not join the hype train, until the update is out and ready for giving it a shot, but it is good to see, that the huge issue is going to be fixed, apparently.
 
I agree 100%.
I have myself made some critics , but I hope they were always polite and with respect for the hard work already delivered by the kunos team with ACC.
I feel at some point frustrated that such a great game let the door opened to critics for some details of gameplay which should be there with a 1.0

I decided to purchase ACC and kartkraft in early access. I dont regret it.

I purchased recently raceroom and I don't regret it

Great job from all of these teams.

Critics should be used in order to make the thing better.
Just bashing for bashing is useless.

Thanks for the news on the upcoming tyres model.
 
I'm always amazed by haters in such a niche market.
Without questioning that there are indeed haters of your products, most of them are mislabelled by a group of passionate, uncompromising, overly enthusiastic, fairly uncritical people. Between haters and the latter, pick your poison: the ones that hate you for being you, or the ones that will never truly tell you about icebergs.

Alas, it's good to know that the tyres are improving. Thanks.
 
Very nice and interesting writeup, thank you for taking the time.

I found it kinda surprising the tyre model was only based on a single point, would've expected something more complex at this point tbh.

Also would be interesting to read more about how other sims would respond to these kinds of situations and how the tyre models in those work in general.
 
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Agree, this was very informative. I'd like to hear more about tire models, but most sims keep these things secretive and only use buzzwords to describe how good their current model is. It will be interesting to see how close this different approach can get you to sims like iRacing and rF2, which simulate a whole tire with hundreds of contact points.
I played it at 1.0.5, still buggy. As said, look at Steam user reviews and you will understand.

I'll bite. Current Steam rating of sims based on all reviews:

Assetto Corsa: 86%
Assetto Corsa Competizione: 73%
Automobilista: 84%
iRacing: 77%
Project Cars 2: 74%
Raceroom: 60%
rFactor 2: 81%

So it's pretty much in line with sims like iRacing or Project Cars 2 and this is from a game that has just come out of early access, so I reckon the score will improve. Assetto Corsa is the anomaly with such a high score, but IMO it's obvious a game focusing on a single series will never garner as high a score from the average consumer on Steam.
 

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