Crash Analysis
9:55
9 ай бұрын
Пікірлер
@224lemans
@224lemans Күн бұрын
What elastomer setup to you use, since your up to 65kg? Enjoying the vids btw.
@GSSimRacing
@GSSimRacing 14 сағат бұрын
Thanks mate. I'll double check the elastomers tomorrow. I know the pedal is not rock solid. It has a bit of movement and then it's resisting against pressure from that point on. I don't go for the rock solid brakes with zero movement. I'll have a closer look tomorrow.
@224lemans
@224lemans 13 сағат бұрын
@ thanks id appreciate it
@12sparks
@12sparks Күн бұрын
I know i'll be very very noob in my comment. But the sound in LMU gives me big immersion, even better when braking.
@GSSimRacing
@GSSimRacing 14 сағат бұрын
Yeah the LMU sounds are pretty nice. They feel authentic and not canned. The exterior sounds on replays are like nothing else. Superb. AMS2 also do this quite well to be fair.
@dickstoffels2779
@dickstoffels2779 Күн бұрын
Hi,can you do this on AMS2? I triered a lot but is is still hopeless same like acc,that is no FFB but steering againgst a spring Sorrry for the spelling,No reading glasses
@fan2hd277
@fan2hd277 Күн бұрын
I‘ll be damned! When i started sim racing with my Simucube 2 Pro I had it set at 15NM and adjusted in game based purely on the feedback i got from the wheel. Then by diving into settings etc I subscribed to the 100% FFB wheelbase side but I could never get an overall satisfying FFB as some spikes were just too hard to control. Now I know my guts feeling was the way to go! Thank you for this analysis!
@GSSimRacing
@GSSimRacing Күн бұрын
I am glad that you could see and feel it for yourself. Hopefully, you have gotten a FFB that you like now, and that makes sense.
@paulcole
@paulcole 2 күн бұрын
Do you know how to stop the game auto saving replays?! If it’s anything like RF2 (which it is) Turing off auto save replays would make everything run somewhat smoother…. Can’t find a toggle anywhere..🤷🏻‍♂️
@GSSimRacing
@GSSimRacing Күн бұрын
Hey, I am not sure. I am not sure what resources the autosaving takes up while racing. I did find this link on their forum: community.lemansultimate.com/index.php?threads/resolved-replays-saved-in-userdata-despite-no-way-to-rewatch-manage-them-in-game.452/
@old-simracing-rookie
@old-simracing-rookie 3 күн бұрын
4:17 I do this always when new session starts and „real road data“ gets syncronized. as soon message goes away i reset my ffb to be sure i have latest road feedback hahah but otherwize saved me so many times 😁.
@GSSimRacing
@GSSimRacing 14 сағат бұрын
Yeah I have a habit of this. Especially when joining or starting a session. I probably don't need to, but I am addicted to it now lol.
@diosdelsol2
@diosdelsol2 3 күн бұрын
Amazing worksheet, can you share?
@lewisjamalton
@lewisjamalton 3 күн бұрын
can you do a motec tutorial as well? would be much appreciated.
@GSSimRacing
@GSSimRacing 3 күн бұрын
@@lewisjamalton I'll maybe do this on my next video. 👍
@dickstoffels2779
@dickstoffels2779 3 күн бұрын
Thaks you are very helpfull,btw happy new year
@snippidippi
@snippidippi 5 күн бұрын
I feel the opposite, bad ffb in LMU and many bugs, no really good car feeling in the gt3 cars. But I think it's about what game you have played the most and what you prefer personly, some like it that way and so on. For me LMU have potential and probably great game in 2 year or so but more beta/early access today.
@radekpol1242
@radekpol1242 5 күн бұрын
Very informative and technical video. Just a question. Did you consider to lower steering torque capability in game to 13,8Nm when you set maximal torque in Fanatec driver to 55% (=13,8 Nm)? I am wondering if it has any effect on FFB.
@GSSimRacing
@GSSimRacing 4 күн бұрын
I did consider it, but never tried it. Once the rack force and the FFB output kind of lined up...I thought we must be in the right ball park. Strangely, at 55% in game and 55% on the driver side, so the game thinks its 25nm, the driver is setting 12-13nm, so the actual output should have been 13nm X 55%, so what, about 7nm peaks. However, the actual wheelbase was peaking at 13nm of actual motor output. So it could be a case where these percentages are no more than sliders without lining up to the actual output figure. This surprised me.
@radekpol1242
@radekpol1242 4 күн бұрын
@GSSimRacing I dont see anything strange about it and I do not think it is a coincidence that you found out that by setting 55% in game and 55% in the driver you measured 1:1 ffb. The game certainly counts with wheelbase torque capability (it is set in .ini files now). My assumption is that ffb in game does not have to be set 55% to have full dynamic 1:1 range. It can be whatever. The important is to have the same FFB strength percentage both in game and in the wheelbase driver. From your measurement, from my subjective testing and from the logical point of view only this setting gives you uncompressed 1:1 FFB without clipping. It was a gamechanger for me. No more numb feeling in low speed corners. Now it is quite difficult to loose a car but in a good way. It looks very promising but I need to test it more.
@GSSimRacing
@GSSimRacing 13 сағат бұрын
Yeah that makes sense, looking at it from that perspective. I find the ffb incredible. I'm able to react and catch some serious snaps, just given the instant dynamic range I'm able to get. Validated that you notice the same too. 🙂
@daverx7
@daverx7 5 күн бұрын
I wonder if you are able to feel things in the wheel as that particular one is lighter and not as big as many out there. Maybe I'm crazy and inexperienced, but it seems like the smaller lighter wheel gets more detail out of the wheelbase. Just a thought.
@GSSimRacing
@GSSimRacing 4 күн бұрын
The smaller the wheel, you will get a faster reaction and also your inputs need to be finer. But I wonder if it is even noticeable. I have a larger diameter wheel there too and find that as reactive too...when I have used it. Just not on LMU, but some iRacing etc. But I do find the smaller wheel to be more "direct".
@weserio
@weserio 6 күн бұрын
Tried it last night, Too much grip in a wet race… held off imsa track pack
@Zashibiscas
@Zashibiscas 7 күн бұрын
This week I did the same comparison of AM1 and AM2. That's the reason I'm here. I was wondering if anyone else shares my opinion, so I found your video. I do not know how it was in AM2 before patch 1.6, which is said to have changed a lot. I took the same car in two Stock Car V8 games. And my opinion is the exact opposite of yours. The machines in AM1 behave more naturally. They can feel the suspension and tires working. And managing them is more difficult, but much more interesting. In the AM2, it feels like there is no suspension or it is too rigid. This, by the way, can be seen on the replays. The machine in AM2 forgives a lot and often you don't have to worry about throttle metering. For some reason, I didn't think of comparing lap times, but I'll do it somehow. I also liked the graphics in AM1 better. It has more natural colors and is clearer. I am also prepared to say that FFB in AM1 is better than in AM2.
@ivansindicic5960
@ivansindicic5960 8 күн бұрын
I like the video, great review on a theme, but one thing, your audio killed me, noise gate or something in montage ...
@GSSimRacing
@GSSimRacing 7 күн бұрын
Thanks for the feedback, yeah I have been messing with audio options and tweaking the noise gate. I will have it off going forward. 👍
@edteach3r
@edteach3r 9 күн бұрын
Thanks for the video. I enjoy both ACC and LMU. For me, ACC still lacks rear-end feedback. I was able to solve that with a ButtKicker, so really love the feedback I now get. As far as LMU goes, it seems promising but still (understandably) glitchy on my older system. I was able to solve RF2-esque stutters, but optimization is still low. The FFB is excellent on my 8nm Fanatec CSL DD. I look forward to see how LMU unfolds.
@GSSimRacing
@GSSimRacing 8 күн бұрын
Have you tried turning some settings down to have it run better? Optimization is still being worked on for sure...but it should not be terrible.
@Toby_the_Glen
@Toby_the_Glen 9 күн бұрын
These simple old fashioned open wheelers sort the men from the boys. You can't hide behind slicks and aero?
@GSSimRacing
@GSSimRacing 8 күн бұрын
Yeah I love the old school cars. Nowhere to hide, it is pure car control and weight management. 100% agree.
@bobSims1864
@bobSims1864 9 күн бұрын
Could you compare the same thing in Assetto Corsa? In Assetto there is a much wider range of vinatge touring cars and for me they're very good.
@Sabsterjoon
@Sabsterjoon 11 күн бұрын
Thanks for this video! Are you still modifying the saturation levels in the dd2 preset file? Also, wouldn't it make more sense to match the in-game max steering torque with the limit that you set in the drivers, rather than your potential max of 25nm?
@GSSimRacing
@GSSimRacing 10 күн бұрын
@@Sabsterjoon hey, in theory yes. It seems the ffb setting percentage is the limiting factor. I'm not sure what the nm setting ever done. And my presets files haven't been touched. The file itself is probably one month old, I'd recently done a fresh install, as I'd learned they messed with ffb a short while back.
@Sabsterjoon
@Sabsterjoon 10 күн бұрын
@GSSimRacing do you know why they removed these variables from the menu? Many people are able "dial out" ffb numbness/ bumpiness with these. Btw, I noticed the biggest improvements by combining the advice in your first ffb guide with the advice here.
@GSSimRacing
@GSSimRacing 8 күн бұрын
@@Sabsterjoon They said they no longer done anything. I set my collision strength to 28% in the setting menu...I think this affects crashes and any high frequency stuff like kerbing and bumps. It would likely tone it down a bit. I used to do this in RF2 (Jolt)....and I think this is the same thing.
@rjbishop6128
@rjbishop6128 13 күн бұрын
Nice video, some interesting thoughts to listen to. I think you might be too good in the first couple because I've had more moments with locking and understeering in 1.6 for sure, but I also don't really test the limits like you're doing here, I just stay in my single player world 😂 Anyway, credit to Reiza, really enjoyable experience all round, I feel 😀
@GSSimRacing
@GSSimRacing 10 күн бұрын
Yeah they have made some great steps forward and it shows in the overall handling. I think they just need to reduce the grip on the front if possible, or, lower the front downforce. The overall driving experience is very fun, ffb is on point, not too many complaints tbf. Regarding the locking and so on, I'm using a 65kg load cell and even then, I need to adjust the brake saturation lower in game. AMS2 has a thing for locking the front fairly easily. Grabby brakes. So it could be your pedals are needing an upward tweak or the brake sensitivity in game. Hard to drive this with full brake most of the time .
@rjbishop6128
@rjbishop6128 10 күн бұрын
@@GSSimRacing I'm over here on a G29 set, though Reiza's ffb is by far the best on that out of the box, so I'm happy 😄 Have a good Christmas!
@GSSimRacing
@GSSimRacing 10 күн бұрын
@rjbishop6128 you too mate. Merry Christmas. 🎄🎅
@lugs118
@lugs118 14 күн бұрын
I’ve tried to get back into AMS2 but it still feels too easy, front end goes wherever you want it to and you can still overdrive the rear, albeit with less usable slip than before.
@GSSimRacing
@GSSimRacing 13 күн бұрын
@@lugs118 yep, there is still a very strong front end. Understeer on the higher downforce cars is difficult to enduce when driving unrealistically. When driving normal, I don't think one could accidentally go into understeer in these cars. The rear slip angle got improved a lot. I'd say it's a case were the rear feels like it's where it needs to be, but we need the front end bite to be weakened. The front refusing to lose grip will force the rear to become the limiting axle, resulting in a rear slidey feel. So it's a lot less, but I think it'd be even more reduced by a weaker front.
@SuperslowRacing
@SuperslowRacing 14 күн бұрын
Nice analysis. I’ve been having probably the most fun I’ve had in sim racing in AMS2 since the update. It’s really good. I do agree with your assessment of the front end grip levels. It’s still a bit too much available. You can get away with way too much brake combined with steering angle. You can also still abuse the slip angle quite a bit however now you will lose time unless you get it absolutely perfect. The diff settings in ams2 are very important in this game. You really need to get it right. When you do it feels even better. The LFM integration has been both good and terrible. In terms of driving standards it’s like the Wild West out there. Hopefully that sorts itself out after the beta ends. There’s also still quite a few annoying bugs present in MP. Thankfully Reiza seems to be prioritizing fixing them. Still a ways to go though.
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@SuperslowRacing when I done multiplayer before the LFM thing, I had people wiping me out on purpose for very minor door rubbing. There was a good few guys doing retaliation hits too. I'll wait a little till LFM ban the initial inflow of idiots and then get on there properly. What you describe was like the early days of acc and LFM.
@bhendrikabel
@bhendrikabel 14 күн бұрын
GT3 really? I prefer LMU and ACC. Weight management and weight feel, that’s why i like ACC. In AMS they are too floaty for me. But.. like you said. Everyone has his own preferences
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@bhendrikabel ACC has the heaviest feeling cars out of any.
@bhendrikabel
@bhendrikabel 14 күн бұрын
@@GSSimRacing that’s why i like them 😉
@johnmann7o2
@johnmann7o2 14 күн бұрын
This game is life-changing in vr+motion sim.
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@johnmann7o2 yeah I have seen some great VR videos. I think this is a big draw for AMS2. It looks amazing in vr.
@paulcole
@paulcole 14 күн бұрын
It’s fun, BUT it’s not a sim and even after 1.6 and the newer content still feels like driving on ice.
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@paulcole interesting you feel like it's driving on ice. From my test here it feels like the cars are on rails. Very difficult to upset them and lose control. Did you see how I treated the GTP for example. 😂
@ezpz4659
@ezpz4659 14 күн бұрын
I only race in VR.
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@ezpz4659 I've been considering going into vr.
@mikecroshaw9233
@mikecroshaw9233 14 күн бұрын
Great analysis. Between this and LMU happy days.
@DjinVR
@DjinVR 14 күн бұрын
Thanks for the video, I pretty much feel the same way as you after testing update 1.6. Reiza is definitely on the right track. Cars slide around much less, the FFB is even better than before, and there’s no longer a need to make corrections after every corner exit. In short, it’s a big improvement, also in terms of audio, AI and visuals. I don’t know if you noticed, but Reiza released a second small update yesterday. It adjusts the physics further more, cars feel even more connected now. Not everyting is perfect, far from it, but I think the studio will continue to fine-tune the physics and adds features. One thing is clear: the game has never been this enjoyable to drive.
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@DjinVR yeah I noticed their update. The video here was done on that patch. I recorded it about an hour before it hit KZbin. The improvement is huge, I still think the front end is a touch too strong, especially on the higher downforce cars. Big step in the right direction.
@pmacnz
@pmacnz 14 күн бұрын
Yes the new smaller tyre update has improved things again. I noticed it too!
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@pmacnz yeah for sure. It is really enjoyable to drive in the sim now. Very nice.
@L_Emir_de_Passy
@L_Emir_de_Passy 14 күн бұрын
Thanks for the video, bruva!
@remcobosgoed9284
@remcobosgoed9284 14 күн бұрын
Nice 😊
@extra3473
@extra3473 14 күн бұрын
nope
@christianfischer495
@christianfischer495 14 күн бұрын
Should I rather buy AMS2 or LMU? I dont know wich should I get.....
@GSSimRacing
@GSSimRacing 13 күн бұрын
LMU is gaining a competitive online community. There will be leagues popping up and they've also added a subscription model for their own online championships. AMS2 has more tracks, cars and variety, but the player base is much less focused (mainly due to the choice of cars and tracks). LFM will maybe help with this. If you want a competitive online setup, then LMU seems the choice to make. If you like driving all different cars and less of a focus in online competition and leagues, the AMS2 is the way to go. Both are good, but I think LMU will be hyper focused on e sports too going forward. Based on what I like in racing (online competition and team events) LMU would get my pick. But be warned, it is in early access and still has a few teething issues, particularly on hardware running ANY sort of overclock or XMP ram profiles etc. Make sure your bios and stuff is all updated in order to keep the game stable. It's physics seem to hit cpu threads and ram quite hard and any overclock could be a problem. I had this issue until I updated my bios and loaded the default motherboard settings. Fixed my game crashes immediately.
@christianfischer495
@christianfischer495 12 күн бұрын
@@GSSimRacingwow thank you, didn’t thought about getting a answer like this :). Really helped a lot
@kevinhadj82
@kevinhadj82 15 күн бұрын
Sure, studio 397 are doing their best, yeah. I reported countless bugs back in February that are still not fixed 9 months later, despite DLC and paid live service been launched. Meanwhile I reported 2 bugs in the past week on Reiza forum related to 1.6, both bugs got fixed in today's patch. We can talk all day long about the physics quality, but when your tires require low pressure and almost no camber to get temperature and performance, you know something is quite wrong. This is not subjective, try those settings on a real car. For graphics quality, I don't know what to tell you, there is poping all over the place, shadows been drawn 10m ahead of your car, opponent LOD changing 5m in front fo you with bits of body piece pop-in and out of exsitence, not any single grass model, only 2d trees, no upscaler option, runs like poop offline as soon as you have more than 30 AI and take forever to load a track. The onyl thing they got absolutely right is the tone mapping, yes the game looks realistic from an overall ambience and colour scheme, it does not suffer from over saturation like AMS2 or ACC (both can be fixed with reshade or even your video card drivers). At the end of the day, numbers speak for themselves, it is constantly at the bottom of the steam charts since March. If it was a good game we would not need such videos trying to defend the title and pity the dev crying out loud to be supported. Sucessfull games sell themselves.
@GSSimRacing
@GSSimRacing 15 күн бұрын
You're absolutely correct. The player volume for a game that had a lot of issues and not even 1 year out of release, the numbers are a reflection on how good it is overall. The changelogs on each release are huge and the community wishes tend to be implemented. Driver swaps are expected next release. This is still a major issue with AMS2, especially with IMSA and no ability to do team events....and AMS2 is out a long time. The point is, you have to judge games on different things. LMU is an e sport platform in the making. ACC will be on life support, AMS2 will be a Jack of all trades etc. Not one of them is perfect.
@RandyMagruder
@RandyMagruder 15 күн бұрын
I think the word "detail" needs to be fully defined....
@GSSimRacing
@GSSimRacing 15 күн бұрын
When we talk about "detail" in force feedback, we’re referring to the precision and clarity of the sensations transmitted through the wheel via the USB port and drivers. Texture Feedback: The ability to feel the surface of the road, whether it’s smooth asphalt or rough gravel. Dynamic Range: Capturing everything from subtle grip changes to sharp impacts. Instant Response: Quick, real-time reactions to your inputs and the car's behavior. This is where the like of iRacing suffers. Torque Precision: Delivering forces accurately and smoothly, without dead zones or inconsistencies. Signal Clarity: Clear feedback without unwanted mechanical noise or distortion. Sometimes a small interpolation can help or minimal damping.
@RandyMagruder
@RandyMagruder 15 күн бұрын
@@GSSimRacing I appreciate the "Detailed" response :). It's spot-on. It also means we can also talk about overall detail or break it down. If I had to 'grade' LMU with a letter grade for each kind of detail....based more upon a hypercar/lmp2: 1 Texture Feedback. C (curbs get an A+ tho) 2 Dynamic Range D (missing subtle changes at low speed) 3 Instant Response A 4 Torque Precision B -- accurately - wouldn't say smoothly 5 Signal Clarity: A
@RandyMagruder
@RandyMagruder 15 күн бұрын
I don't really have that much of a problem with the GT3 cars in LMU with the force feedback. It's honestly the lmp2 and the hyper cars that are giving me the trouble where slow speed force feedback just falls off to being non-existent and as I call it it's like you're trying to steer an ice cube on a kitchen counter and it's very floaty and doesn't really give you any good sensation of how much grip you have coming out of the corner. That is a bigger problem and it isn't really addressed by looking at GT3, which in my opinion has stronger Force feedback throughout the entire range.
@GSSimRacing
@GSSimRacing 15 күн бұрын
Yes, what you are experiencing is the lower caster values. It is oddly normal. If you have ACC, do and fire up the old 488 GT3. In the setup of the car, lower the caster level to its lowest...there will be hardly any weight in the wheel and beyond a certain steering angle, the car will want to continue to turn. The reason I say use the 488 is that the car was built as a race car (almost) and shares geometry from such cars. Hypercars would also appears to have lower caster angles, given how the drive and feel. I am not dismissing your point, but there is potentially a reason as to why you are experiencing this. Try that little test in ACC and let me know how you find it and does it make sense.
@RandyMagruder
@RandyMagruder 15 күн бұрын
@@GSSimRacing firing up ACC again means no VR for me (it's terrible -- I'm spoiled). But I'll take your word for it. However -- and this is the key point -- the people arguing that LMU is "most realistic!" and everything else is 'fake', are missing the point that 100% realism can actually be a detriment to the enjoyment of a simulation and even, ironically, its realism! Because the sim won't give us any feel in our backs as the car starts to slide. The wheel FFB is both realistic (in terms of load), and unrealistic (in terms of 'feeling slip' and road texture) because its job is to be a proxy information channel for where real information cannot be provided. Point is, even if LMU is "right" and pure and all those things, they NEED to add whatever FX are necessary to provide the extra information at those low speeds that we are deprived of in a sim. So yeah, they need to address this, even if it means being a little less 'pure'. Just my opinion.
@SuperslowRacing
@SuperslowRacing 16 күн бұрын
Mate, with all due respect, we as an audience cannot see in a video what you are feeling in the FFB. You are just describing what you are experiencing and that description is an opinion which is no more or less valid than anyone else’s. Opinions are neither right or wrong nor can be classified as misinformation. There are an infinite number of hardware and software combinations. It’s not outside the realm of possibility that what people are experiencing, both good and bad, are valid.
@GSSimRacing
@GSSimRacing 15 күн бұрын
@@SuperslowRacing yep, it is possible. But I also see the ffb output trace from the game. So this leaves driver and wheel setting as likely culprits. It is also possible people are just used to a certain feel and can't adapt. Some may also misjudged based on suspension geometry. And yes, people can't feel and I have to explain what I'm feeling. Hopefully I done a good job there. 👍
@nexus888
@nexus888 16 күн бұрын
Will be getting the season pack now to support LMU. I have high respect for their background and their ability to keep improving an already excellent sim racer.
@GSSimRacing
@GSSimRacing 15 күн бұрын
Yeah, the effort going in really is a testament to them. For this alone, I would like to see them succeed. I think they have made a great product, and they should feel a sense of pride.... considering the dumpster fire that MSG was.
@nexus888
@nexus888 15 күн бұрын
@ and as of today it has a 10% discount on the steam winter sale :) first time they got a sale I think.
@zeekot4064
@zeekot4064 16 күн бұрын
The gt3 specs for WEC are different . Little less downforce, and power
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@zeekot4064 yeah they're on a different BOP. The gtwc cars have higher power and apparently are allowed more aero parts. The engine and speed was more noticeable for sure.
@remcobosgoed9284
@remcobosgoed9284 16 күн бұрын
Which driver from Fanatec you use? 464?
@GSSimRacing
@GSSimRacing 15 күн бұрын
Yeah latest 464 and lastest motor firmwares with that driver too.
@remcobosgoed9284
@remcobosgoed9284 16 күн бұрын
Does this work with the cs dd? Because my base feels really grainy with 0 smoothness
@jonasclementdk
@jonasclementdk 16 күн бұрын
I’m running INT 1 and in-game smoothing at 3 if I remember correctly on my CS DD+ with an otherwise neutral profile in the base like Gary. Feels great on my end. Latest driver and firmware.
@remcobosgoed9284
@remcobosgoed9284 15 күн бұрын
@@jonasclementdk oke i will try that
@GSSimRacing
@GSSimRacing 15 күн бұрын
There is minute graining if stopped or going slowly. Turn interpolation to between 1 and 3 (low as you can tolerate) and/or try the game smoothing too.
@gsam_dad5540
@gsam_dad5540 16 күн бұрын
It's good to see someone analyze comparatively, too many KZbin creators look for clickbait by starting a bit of controversy; FFB is so personal I can't see the point in finding fault with one sim over another when the whole concept is unrealistic but gives a 'feel' for what the car is doing because we can't feel the physical forces involved sat in front of a monitor. Keep the realism coming Gary, real sim racing enthusiasts need this kind of stuff :)
@GSSimRacing
@GSSimRacing 15 күн бұрын
Thanks mate. Yeah I try to be as open and honest as possible. And if I can help anyone with issues then I can try to help out. I am just off a lobby a few minutes ago with my old ACC league buddies and there was no complaints about FFB etc. I do think some are driving hypercars and LMP cars and expecting them to have the same centering forces as the LMGT3 class. This is possible too.
@dionp8164
@dionp8164 16 күн бұрын
Gary, I do appreciate you taking the time to test both games on the same track, same car. You did not reference who or exactly what was said, but I kept hearing you say "no feeling around center". I have 3000+hrs in ACC and run a long term league there. I also coach the league for racecraft and driving techniques, as well as tune all of our cars. That certainly doesn't make me an authority, but it does give you an idea of where my opinion is coming from. I purchased LMU to test it and consider it for next season for our league. Another member of the league purchased it with me. After going through the typical hurdles of setting up a new sim (getting ffb going properly, fov, etc) we tested a track and car we know as well (happened to be the mclaren GT3 as well on monza) in both games. The immediate feedback from my league driver, which matched what I felt, was the wheel was very detailed, somewhat weighty, and very nuanced during higher speed situations, particularly in a straight line, and initial brake and turnin. By mid apex, and MOSTLY on lower speed corners, the force feedback drops out and does not give good torque alignment ques to let you know where your grip is on the front tires and where the steering angle should be to get proper slip angle hence maximum grip. I actually tested running quite a few laps, and after setting the car up for corners, approaching apex, I could move the steering wheel back and forth a good 10-30 degrees both ways once the car was set in a corner and not feel much of anything in lower speed corners. As soon as the speed picks up again and downforce kicks in, the force feedback feels solid again. This steering manipulation also had almost no impact on my tire behavior (heating, grip, wear) and my laptime didn't significantly change either despite the front tire abuse/test. Both of us were using a simucube 2 pro. I tested various simucube profiles including what I call raw (similar to yours, minimal/0 friction/inertia, no filters, limited smoothing) trying to feel and get any information provided from the game. I also tried nearly every combination of in game ffb settings to try to wake up the ffb for lower speed mid/late corner front grip feel and I was able to get a little bit using very high in game ffb settings but then the ffb was impossibly heavy at high speed or in a straight line (every bump, or pebble in the road was moving the wheel significantly). This exact tendency was referenced by both Nil Naujoks and Jardier, among others. I did not hear them mention any issues at "center" as you mentioned. This is a game breaker for us. A couple of our drivers have RL track cars, and have taken GT3/GT4 cars for track days events. One of them tested LMU with me and he mentioned the lack of front grip/feel and said he had to use visual detection of vehicle yaw/rotation almost purely at the apex/later corner as the ffb was not communicating where steering needed to be at all once weight was transferred and car was set on a slower corner. I did see some top level LMU drivers mention the most recent game patches changed FFB in a negative way as well. The game settings are different (simplified with some settings removed which maybe could help here) and older game guides need updated. Does LMU expose any deeper ffb settings in ini files or editable files? I hope some of this helps. You seem like a decent guy, I'll check out some of your other content!
@Freddy_Merckx
@Freddy_Merckx 16 күн бұрын
@@dionp8164 Thanks for the insight. I actually saw a video of someone who changed a file for using the „old“ adjustmemts. Didn‘t try it yet. I will see if I can find it and post it here as an answer.
@zeekot4064
@zeekot4064 16 күн бұрын
Reading this all i hear is ACC fanboy
@Freddy_Merckx
@Freddy_Merckx 16 күн бұрын
@@zeekot4064 Reading your comment makes me feel that you don‘t understand anything.
@Freddy_Merckx
@Freddy_Merckx 16 күн бұрын
@@dionp8164 YT does not let me post links. Search YT for: „Get better force feedback on Le Mans Ultimate with this trick“
@zeekot4064
@zeekot4064 16 күн бұрын
@@Freddy_Merckx i wasnt talking to you so why are you replying ?
@toyotaman182
@toyotaman182 16 күн бұрын
Just say their names. It's randomcallsign, Jardier, and Nils pearl clutching because their favourite sim is under threat with how LMU is flourishing with these GT3s.
@GSSimRacing
@GSSimRacing 14 күн бұрын
@@toyotaman182 well, I was trying to be indirect and take a slightly political approach. There goes that idea 😂
@virtualrealitymotorsports9158
@virtualrealitymotorsports9158 16 күн бұрын
I’m 64 years old and was once a beta tester for Grand Prix Legends, I have used all sims and I must say that LMU is something very special, I’m hoping that they see success and finally release a Historic Le Mans DLC
@GSSimRacing
@GSSimRacing 10 күн бұрын
Hey, yes I have to agree. LMU is unique in feel and ffb. I could literally drive it for hours, and even some practise sessions don't feel like a grind. I'd love to see them succeed. The team have really given it their absolute all. And someone like you, who has seen the simulation world develop, to be saying this, is great to hear. I'm really hoping we get a Le Mans Virtual on the platform in the summer. How cool would that be 😎
@reviewforthetube6485
@reviewforthetube6485 16 күн бұрын
Tbh i feel lmu feels amazing even after the update lol. Im running asetek invicta so idk. Maybe needs a little work on low speed corners but yeah. The other problem is so many leave there settings alone and expect to judge ffb on titles using identical settings. Its crazy to me lol some people just wont adjust in software or enough in game and jidge things way to fast. Not every single setting works the same in every title. I care about hoe i can make it feel not how ot feels righr when I jump in. The big problem is they will update it and probbaly hurt it if they listen to people because its already heavy enough and detailed enough and the speed and snap is insane. Like jardier, i love jardier but he will not adjust his wheelbase settings. Hes used the stock gt3 setting since getting it which is a greyed out setting. Loved it in acc but he cant expect to go to lmu using it that way and love it lol same for many other youtubers. You cant expect to feel tons of weight with a high nm wheelbase set to 13nm in software then 50% in game lol. Yes in acc its still nice but not in many other titles. Cant blame the game when you wont even adjust a setting. Ir try restarting tbings and moving things arounnd after an update. Im scared to get on and enjoy lmu bevause I know we will probbaly get a ffb update that actually hurts the way it feels becauss its about perfect. Anymore weight wnd the fidelity could get hurt.
@GSSimRacing
@GSSimRacing 15 күн бұрын
I don't think so. I leave most filters off on all sims and let the sim do the talking to me. But if people have bedded themselves in with certain settings in a certain game, then this is a manufactured lense - no the FFB as the game physics will give. This is maybe why, when I jump between sims, they all feel kinda similar. The difference is mainly in the nuance or amount of detail...but the detail itself is quite similar across the board, if this makes sense?
@reviewforthetube6485
@reviewforthetube6485 15 күн бұрын
@GSSimRacing filters sure but im talking talking down to nm and or wheelspeed or slew rates or let's say frequency settings which some wheelbases have some dont. Sometimes some things should be changed. If you don't feel enough weight what do you do? You don't leave it the same you use more forces. Thats all I'm talking about is they won't touch a single thing.
@reviewforthetube6485
@reviewforthetube6485 15 күн бұрын
@GSSimRacing please also remember fanatec is way way more consistent across titles then most wheelbases. Thats just a fact from my own experience. So wheelbases like simagic and simucube def are not.
@G-13FeedMe
@G-13FeedMe 15 күн бұрын
look dude.. my G pro has like 4 setting to adjust.. what do you expect me to do🤣🤣🤣
@DjinVR
@DjinVR 16 күн бұрын
I'm surprised you're not covering update 1.6 for AMS2. The improvements are substantial, and I was curious to hear your thoughts on them, especially since you've made a lot of videos about this sim before.
@GSSimRacing
@GSSimRacing 16 күн бұрын
I am planning to do that this week/weekend, once I get the LMU races I am involved in out of the way. I had driven it quite a lot in the beta before release and could notice a different handling model for sure...and the Lambo whistle noise from the front...amazing detail.
@Retheraq
@Retheraq 16 күн бұрын
There is a ton of detail. You just need a proper wheel. Try a G Pro with Trueforce and then tell me you don't have detail lol. You can literally feel the engine of the car and the ABS pump through the rig into your pedals. How do you guys even play without it is beyond me. 😅
@DjinVR
@DjinVR 16 күн бұрын
I drive with a DD+ and 2 bass shakers (below the seat and the pedals), not sure how it compares but without the shakers, my rig feels dead.
@GSSimRacing
@GSSimRacing 16 күн бұрын
@@DjinVR I need to get some shakers...I have been researching this recently.
@GSSimRacing
@GSSimRacing 16 күн бұрын
A proper wheel? I have a direct drive. Both gave very good detail in the FFB.
@RandyMagruder
@RandyMagruder 15 күн бұрын
G Pro owner here. FIrst of all, you DO realize that LMU has NO TrueForce support. They are using DirectInput, same as for every wheel. They are getting zero benefit from the ultra high frequency physics engine input into the wheel they'd get with Trueforce, both for kinesthetic forces and various other cues. I've been talking with S397 AND Logitech about what it takes to get this implemented. I remain hopeful. Anyway, AS a G Pro user who has tried all manner of sim & wheel base combinations of settings, I'm still less than happy with LMU's FFB at lower speeds. But the GT3's are okay. It's the other classes that need serious help.
@RandyMagruder
@RandyMagruder 15 күн бұрын
@@DjinVR I will likely add haptics to my Playseat Trophy, but latency is lowest with TrueForce. The haptics will add to the immersiveness and hopefully give extra info, but only if the latency is low.
@TzeiEm
@TzeiEm 16 күн бұрын
I just purchased LMU today. Had to spend 45min trying out different settings to even make it driveable in the first place. With default settings I couldn't even drive straight, my wheel would just violently swing from side to side. When I eventually got it working, it was a big disappointment. Contrary to what you say here, I felt like the information in ffb was severely lacking and half the time I couldn't tell at all what my car was doing. Probably for that reason the McLaren felt very shit to drive. I have mostly played ACC, but I've also tried iRacing for a short period of time and the transition between those two games was much easier. In the end I decided to get a refund on LMU. I might give it another shot in the future when they hopefully have polished their product more, but for now I will have to stick with ACC mainly.
@GSSimRacing
@GSSimRacing 16 күн бұрын
When you say violently swing from side to side - did you remove your hands from the wheel? The car should not wobble and send the wheel out of control if your hands are on there. From reading, I assume that to get rid of the side-to-side oscillations, you may have put a bit of damping and friction over the wheelbase filter?
@TzeiEm
@TzeiEm 15 күн бұрын
@@GSSimRacing I had both hands on the wheel. Also whenever I turned right, the wheel kept forcing to turn right more with increasing force, and same on the left side. Invert force feedback fixed that issue, but the feel from ffb was still very lacking and numb.
@GSSimRacing
@GSSimRacing 15 күн бұрын
@@TzeiEm I wonder if you were in a Hypercar on cold tyres. It takes a good 5 laps to get them in the window. On cold tyres, hypercars in particular feel awful (as they probably should.). Just trying to rule out issues on your end.
@TzeiEm
@TzeiEm 15 күн бұрын
@@GSSimRacing No, I was in the McLaren GT3
@GSSimRacing
@GSSimRacing 15 күн бұрын
@@TzeiEm That seems very odd. Try resetting the FFB and if this doesn't sort it, perhaps a reinstall of the game...it doesn't sound normal.
@Freddy_Merckx
@Freddy_Merckx 16 күн бұрын
I have no issue with the feeling in the center of the wheel. I think, there is really a good feeling. The problem I have with the FFB in LMU is when moving the car at the limit at mid corner. Most of the time it feels as if I would be permanently in understeer and the car is pushing the front tires over a bubbly surface. It feels just weird and it feels constantly the same which is why you cannot really read what the car is doing. I tried hard to love LMU but this is killing it for me. AMS2‘s FFB is far better for me in telling me what is happening to the car. Therefore AMS2 is my absolute favourite at the moment.
@GSSimRacing
@GSSimRacing 16 күн бұрын
LMU will give understeer and push (like you are explaining) if the front is over-driven. Some of the setups are quite safe...and the new GT3 cars feel really safe out of the box. The opposite problem occurs in LMU where the front end has an endless supply of grip. I did notice in the beta that they had addressed some of this. I will need to get back on there and see for myself what changed on the front specifically. But I do know what you mean, AMS2 gives the feeling of turn, point and drive.
@dionp8164
@dionp8164 16 күн бұрын
I wrote a detailed description in response to the video that is very similar to this. I think we speak of the same issue. I have extensive experience tuning and modified the Mclaren GT3 setup in LMU to get more front mechanical grip and shift toward a slight/moderate oversteer balance and this did not resolve the issue. It may have improved slightly, but not enough to change my opinion that it's an issue. The constant understeer feel mid corner through the wheel is not normal in real life in race cars even with safe tunes. None of our regular RL track guys say this feels normal, and both have driven GT3 in RL.
@Freddy_Merckx
@Freddy_Merckx 16 күн бұрын
@ THANK YOU! So many just deny what I am trying to say. They say, LMU‘s FFB is the best - period. No discussion. I also don't believe that this phenomenon can be solved by adjusting the setup. When I loose grip through understeer, I don‘t get a constant ripple-like vibration through my steering wheel and the weight in the wheel also does not stay constant. Oftentimes people then say that FFB is just down to the personal preference. To my mind, if something is wrong you need to name it and this is just wrong! AMS2 is lightyears ahead in terms of FFB and the oftentimes critisized slip angle basically only exists in the slower cars and can be eliminated by setup.
@GSSimRacing
@GSSimRacing 16 күн бұрын
@@dionp8164 but, didn't James Baldwin say this McLaren was the best available on sim racing at the moment? Regarding setup, it is very easy to get it to rotate on it's own with setup tweaks. Use of packers on a stiffer rear and soft front will ensure it. Ask me how I know. 😂
@SuperslowRacing
@SuperslowRacing 16 күн бұрын
I feel the exact same way about it. The cars are in a constant state of sliding the fronts. Whether it’s actually sliding or not is another question. And the wheel resistance changing mid corner is awful. For me this makes the driving very robotic as you just have to memorize inputs and corner speeds to get lap time.
@matthiasgrunwald895
@matthiasgrunwald895 16 күн бұрын
ACC drives like on rails. LMU (GT3) very dynamic, like a real race car.
@GSSimRacing
@GSSimRacing 16 күн бұрын
Yeah, I found that in ACC (as was true before when I raced leagues etc), there was one way to drive and be fast. There was no room really for driving outside of this. And how a car entered a corner would dictate the entire entry, apex and exit. There was no "playing" with the car mid corner with a quick blip or flick, or brake dab to shift weight.