Hate to be that guy, but the NSX and NSX-R can't be compared in any way. The parameters for the springing and damping are very different, so it's effectively a different car.
Hate to be that guy, but the NSX and NSX-R can't be compared in any way. The parameters for the springing and damping are very different, so it's effectively a different car.
in the video, the side rolls are quite small, in the game I think the side rolls are much stronger.
Recent video demonstrates pretty nicely the tricky behavior of the early cars when driven quickly.
Of course we don't know the tire situation and whatever, so take it with a grain of salt.
No they're not. It just looks like it from inside. I did a comparison in-game but I can't find a quick way to snip a small enough file to upload, but you can go check it yourself if you doubt it.in the video, the side rolls are quite small, in the game I think the side rolls are much stronger.
p.s. I'm not an expert, I just say what I see, don't be too hard on me.
Presumably because it uses some aspect of physics modelling that isn't available in the standard version of Assetto Corsa.Is there any reason as to why you have to have CSP, I don't quite get why it's a requirement to use the mod
but that's just it right, is it a shaders or a physics pack am I just not understanding what shaders arePresumably because it uses some aspect of physics modelling that isn't available in the standard version of Assetto Corsa.
It's getting increasingly common these days, and you should probably do yourself a favour and check it out. It is free, after all!
The car does use some visual features of CSP, but the main reason CSP is required is the physics features. They're parametrized and can't be something you can just turn off for vanilla, so we decided to force CSP.but that's just it right, is it a shaders or a physics pack am I just not understanding what shaders are
Physics updates. You don't need to download the hotfix anymore.
- Full pass on tires
- Full pass on aerodynamics
- Suspension improvements
- Drivetrain improvements
- Added more sophisticated traction control
- Added nicer lag/delay to gauges via extconfig
- Fixes in UI
- Fixes in extconfig
don't try arguing with the physics guy cause he says this is the most accurate car ever made in a sim.Difficult to hold the car under control while turning, the rear just breaks grip way to easy, not even forcing the car.
Is it planned to make tyres heat like Kunos cars in future updates?Its strange to see red rear tyres after 2 corners...They overheat so easly.
Also can I ajdust something in setup(or in car.ini for my private use) to have more FFB around centre?It feels so weak untill I start to turn it more in slow corners.Im using G27.
Thanks for constant updates.
Change the driving style for this car. You will find it at some point! It is as it should be.Difficult to hold the car under control while turning, the rear just breaks grip way to easy, not even forcing the car.
To be completely honest some of the slip sensitivity parameters are not ideal, so I will be changing them a little bit for the next release alongside some general tire changes. We also found out in the meanwhile that FINs do not apply aero forces as we though they do, so I will include a corrected side-force modeling. Maybe it can improve some extreme situations.Change the driving style for this car. You will find it at some point! It is as it should be.
I do not have that problem. Monitoring the tire's temperature and pressure with tyres_app_ext app while hotlapping, all seems to be ok. No overheating issues unless if i spin the wheels to much!Is it planned to make tyres heat like Kunos cars in future updates?Its strange to see red rear tyres after 2 corners...They overheat so easly.
Also can I ajdust something in setup(or in car.ini for my private use) to have more FFB around centre?It feels so weak untill I start to turn it more in slow corners.Im using G27.
Thanks for constant updates.