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  1. #2131
    Si vous voulez un pilote manette en manque de précision, je peux être un cobaye ^^

  2. #2132
    Justement comme l'idée c'est de repérer les prodromes d'une perte de SA , ça pourrait être du bon matériel.

  3. #2133
    pornodrome...replay de Georges à Monza.... J'ai hâte de voir ta vidéo Patou

  4. #2134
    Salut, petite news intéressante,

    https://www.racedepartment.com/downl...orsport.29702/

    Première skin pour ACC, j'imagine que ça ne marche qu'en local.

  5. #2135
    Je veux une Bentley plaquée or sponsorisée par Kanye West.

  6. #2136

  7. #2137
    je pense qu'avec le petit logiciel, tout est permis maintenant !!

  8. #2138
    Y'a rien a voir, le logiciel édite simplement un fichier .json , ce que tu peut faire avec n'importe quel éditeur de texte.
    Là il s'agit d'importer une skin complément original. C'est plus de l'ordre de modding/hacking.

  9. #2139

  10. #2140
    ça avance les idées pour le futur championnat?

  11. #2141
    Si vous voulez un volant à pas cher, c'est maintenant !!!

    https://www.cdiscount.com/informatiq...html#mpos=0|cd

    Perso c'est ce que j'ai comme volant et je le trouve largement suffisant pour ce que j'en fait !
    Vraiment pas cher pour le coup.

    Pour ceux qui se demanderais, c'est le G29 (PS4-PC) mais en version Xbox

  12. #2142
    Bon, et bien ACC en relais, il y a autant de bugs que rF2.

  13. #2143
    C'est con, la petite course de répétition générale qu'on avait fait je sais plus quand s'était pourtant bien déroulée

    Vient mardi Freddie, on va se détendre le zboub

  14. #2144
    Pour rester positif disons qu'il manque encore un coup de polish sur cette fonction du jeu... je ne saurais mesurer également la part des organisateurs de l'event qui découvraient la fonction avec plein de monde.

  15. #2145
    Déjà c'est bien buggé à la base, mais c'est bizarre que ça buggue autant sur la connexion des joueurs.
    D'expérience, c'est généralement dû à des pb dans l'entry list, mais bon...
    De toute façon je n'avais plus internet chez moi donc ça a vite réglé le problème.

    Je voudrais pas dire, mais les champs canards fonctionnent un peu mieux.

  16. #2146
    J'ai bien fait de ne pas m'inscrire et de vous laisser essuyer les plâtre.

  17. #2147
    Citation Envoyé par BricK ToP Voir le message
    C'est con, la petite course de répétition générale qu'on avait fait je sais plus quand s'était pourtant bien déroulée

    Vient mardi Freddie, on va se détendre le zboub
    Je peux pas j'ai acquaponey

    Comme tu sais j'apprends à gratter jeux interdits façon sludge metal et ça prend du temps avec mes vieux doigts gourds

  18. #2148
    Ouais soirée raté hier...je pense que l'orga était perfectible, au niveau communication le soir de la course.
    Il a restart la course je crois et ça ACC il aime pas. De toute façon mon coéquipier étant en pleine décroissance, c'était pas la soirée.

  19. #2149
    Citation Envoyé par lordpatou Voir le message
    Ouais soirée raté hier...je pense que l'orga était perfectible, au niveau communication le soir de la course.
    Il a restart la course je crois et ça ACC il aime pas. De toute façon mon coéquipier étant en pleine décroissance, c'était pas la soirée.
    C'est le complot judéo-maçonique je te dis!

  20. #2150
    La team "BroSport Racing PC", vous invite le mardi 17-12-2019 sur le circuit de MISANO (Assetto Corsa Competizione).
    Au programme, 2 courses de 30 mns : 1 de jour et la seconde de nuit.

    Connexion au serveur à partir de 21h précise pour :
    - 10 mns d'essais libres (11h)
    - 10 mns de qualifications (6h)
    - 30 de course (départ 17h)
    suivi de
    - 10 mns de qualifications (22h)
    - 30 mns de course (23h)
    Temps réel.

    SA minimum 70
    Météo : nuage 3, dynamique 1
    "FAIR PLAY HAUTEMENT" recommandé.
    Le mot de passe sera communiqué sur Discord un peu avant 21h.
    - - - Mise à jour - - -

    Ca tente quelques uns ?

  21. #2151
    J'aurais bien aimé mais j'ai cassé mon SA il y a quelques jours en testant toutes les nouvelles caisses en conditions course. Je crois que je suis à 64 et pas le temps de le faire remonter d'ici ce soir.

  22. #2152

  23. #2153

  24. #2154
    Faut que j'aille vérifier mon Sa avant, mais ouais, je serais dans le coin, s'il reste de la place évidemment.
    sinon j'irai tourner dans mon coin

  25. #2155
    Bon ben je vais essayer de nous négocier des places...

    - - - Mise à jour - - -

    Et pour le SA y'a p'tet moyen de négocier @SuperBacalhau.

    Cerise sur le gâteau ...Kostinger est inscrit

  26. #2156


    - - - Mise à jour - - -

    2.9 Go à télécharger.

    - - - Mise à jour - - -

    Patch note :

    Update v 1.2 is OUT NOW on Steam. Our latest update brings all-new features, fixes and improvements, including...

    - New Custom Livery Editor
    - Introduction of HDR (High Dynamic Range)
    - Vehicle Chassis Flex Simulation
    - Brake Wear introduced and affecting handling in long-distance races
    - Tyre Model Improvements
    - Custom Video Settings Save Slots
    - VR Video Presets
    - Multiplayer: Increased slots for private servers for Spa, Monza and Paul Ricard
    - Multiplayer: Custom BoP for private servers
    - Safety Rating improvements - Driver's rating will generally improve for fair drivers
    - CP (Competition) Server now run in booking mode, offering 3 races per day. Make sure to collect your track medals and sign up today! They will open tomorrow at 18:00 CEST

    __________
    Changelog v1.2

    GENERAL:
    - AI performance optimizations.
    - Fix for track shown at nighttime for a split second when loading into any session.
    - Fixed double saving of temporary replays with multithreading enabled.
    - Fixed issues with shared memory status.

    GAMEPLAY:
    - Added car customization. Pick and customize the design of your personal car.
    NOTE: custom cars can be used in Quick Race, Custom Race Weekend and Multiplayer game modes.
    Disclaimer: customization possibilities may vary on a per car basis due to licensing restrictions.
    We will continue to add customizeable livery templates in future updates.
    - Added single-make option to Quick Race and Custom Race Weekend game modes.
    Possibility to use official liveries and custom-liveried grids.
    NOTE: single-make race with official liveries requires an official car to be selected.
    - AI update to avoid divebombing in slow chicanes.
    - Porsche AI tweaks to mitigate their tendency to dominate sessions.
    - AI now use aggressive setup at high levels.
    - AI cars will not enter the pits because of weather or damage if less than 5 minutes are remaining in a session.
    - Fixed AI aggression setting not producing expected behaviour.
    - General AI behaviour and movement improvements.
    NOTE: different aggro levels should result in a bigger difference now.
    - Engine now shuts down at the end of the pit stop if the player restarts it during the pitstop as a counter-exploit measure.
    - Session days are now set up as in real life in championship events.
    - Fixed replay time multiplier resetting on highlights switching.
    - Automatic highlights now spread across the entire race duration more consistently.
    - Fixed marshal flags during single player replay.
    - Fixed potentially wrong car setup values in saved games.
    - Increased maximum number of highlights (20->30).
    - Penalty system changed back to pre-pitlane decision.
    NOTE: serving a penalty must be checked in the MFD before entering the pitlane. Serving any pending penalty is always auto-selected by default.
    - Driver stint does not reset when serving a penalty - if "serve penalty" is selected before entering the pitlane.
    - End of race in Quick Race does not require the opponents to complete the race - race finish is declared when the player presses ESC to return to the garage after crossing the line.
    NOTE: to see the complete results, the player must stay on track until all opponents cross the finish line. Other game modes are unaffected.
    - Added tyre sets option to Custom Race Weekend (as well as Custom Championship rounds).
    - Fixed some bugs with penalty procedure and saved games.
    - Fixed Racelogic=digital display time during replay (better with new replays).
    - Optimized replay tyre matrix memory occupation, changed replay version (backwards compatible).
    - Fixed replay maximum time.
    - Added 1 hour and 15 minutes to maximum time in replay options.
    - Added auto highlights replay only for the player car and added its menu item, tweaked highlights length.
    - Removed time-based replacement of highlights and added an overtake highlight replacement system based on position.
    - Fixed saving/loading auto save replay options.
    - Avoid camera spline movements during paused replay.
    - Longer pre-action time for accident/overtake highlights.
    - Fixed pit alarm sound during slow-mo/paused/sped-up replays.
    - Kevin Siggy Rebernak, winner of the McLaren Shadow Grand Final, added as a selectable Mclaren Shadow driver.
    - Added pit exit blue flag for all types of sessions.
    - Driver stint max total time is no longer based on race event but on race length divided by driver count across relevant game modes.
    - Added black-orange flag for the player car for heavy suspension damage.
    NOTE: also shown for lights damage (during the night and sessions that are declared wet where lights are a requirement).
    - Penalty system for black-orange flags (damage and lights off).
    The player has 3 laps to pit for repair or turn on lights when the flag is shown, ignoring the flag will result in a DQ.
    - Fixed incorrect FOV used by some TV Cams from the 2nd activation.
    - Pitlane open is triggered when the leader completes sector 1 after a race start.

    UI/HUD:
    - New feature: added Customization interface in the car showroom.
    - Completely reworked car selection interface.
    - Car selection restrictions removed from single-car (Practice, Hotlap, Hotstint, Superpole) game modes.
    Each livery variant is now selectable in these game modes without restriction.
    - Team and driver nationality added to car selection page.
    - Showroom now allows you to turn on the lights and open the doors.
    - Team/competitor dual information shown in car selection when relevant.
    - Added driver bio on the car selection page. Click on driver avatar in the car selection page to show popup.
    - Fixed lack of interactivity in the career showroom.
    - Added "Official" filter to the car selection page to show only official car entries.
    - Various navigation-related fixes in the user interface.
    - Added chat message popup visibility option in the HUD settings page.
    - Added highlights info and support for the HUD.
    - MFD hides pit stop strategy items when "serve penalty" is selected. See penalty-related changes in the GAMEPLAY section.
    - Various fixes for highlights HUD info.
    - Various fixes for realtime leaderboard.
    - Class filters added to race results and time/points tables.
    - Fixed realtime leaderboard positions in non-race sessions.
    - Added support for highlights camera override toggle button.
    - HUD: server BoP shown in the timetables. See MULTIPLAYER section for more information.
    - HUD: opponent ping indicator added to realtime/standings MFD.
    - Team points table enabled in Championship mode.
    As per real-life rules, only the highest-finishing team entry scores points for the team.
    - Added pulse animation to the search bar in the lobby page for easy recognition.
    - Fixed tyre sets button not clickable with the mouse.
    - Added brake change options to the MFD. See PHYSICS section for more information.
    - Added brake pad wear indicator inside the Tyre widget.
    - Time delta is no longer shown during the first 2 laps of a race to avoid data flickering.
    - Finished cars are now marked with a checkered flag in real-time on the timetables and standings widgets.
    - Virtual mirror is forced to hide in replays.
    - Video Options: ability to save and load different Custom Video Presets.
    Save and load multiple custom video presets for different display setups and racing scenarios.
    - Revised Setup load/save function with overwrite warning warning.
    - Added HDR exposure and HDR contrast to ingame View Settings. When HDR is enabled, they replace the regular exposure and contrast settings in the Video Options in the UI.
    The options in the View Settings are enabled in HDR mode only and vice versa:
    HDR enabled: the settings in the ingame View Settings are used.
    HDR disabled: the ones in Video Options are used (saveable with custom video presets).
    - Added messages about replay saving operations and fixed replay saving for the first minute.
    - Updated texts and localization.

    VR:
    - Added VR world scale slider to Video Options.
    NOTE: lower values increase the world scale, higher values decrease it.
    Correct 1:1 scale to real life depends on the headset type.
    - Now possible to set resolution scale to <100 while increasing VR Pixel Density to render at a lower resolution to gain performance and upscale later to improve quality (for example resScale=70 and vrPixelDensity=150).
    - Minimum resolution scale set to 50 (was 70).
    - VR pixel density steps set to 5 (was 10).
    - Added specific video presets for VR.

    GRAPHICS:
    - Added missing unique Spa 24H liveries for the 2019 Blancpain season.
    - Ferrari secondary display now has multiple pages to show various stint timers.
    - Adjusted stance of the Jaguar G3 in the showroom.
    - Pit animation now only shows the lollypop man when serving a Stop&Go penalty.
    - No pitcrew is shown when serving a Drive-Through penalty.
    - Fixed wrong numberplate layout displayed in MP car selection.
    - Fixed shift animations not working with keyboard controls.
    - Numberplates and season outfits now work correctly and as intended both in showroom and on-track.
    - Zandvoort checkered flag marshal added.
    - Visual car dirt now (slowly) accumulates even when driving on on-track surfaces.
    - Visual car dirt and dust now accumulates faster in wet conditions.
    - Improved LOD switching of wheels, fixed LOD rims not being affected by customization.
    - Enabled HDR output in the video settings.
    New additions to the video options include:
    - Shadow Distance: changes the distance of the more detailed sunlight shadows to trade quality for performance.
    - Tone Mapping: selects the new filmic tonemapper (ACES) or the legacy one (Default - used in the previous releases).
    The filmic tonemapper gives a cinematic look more similar to the one used for HDR output.
    - HDR Color Gamut: selects between REC2020 (standard color gamut for HDR) and DCI-P3 (closer to current HDR displays, colors are more saturated).
    - Added support for HDR screenshots (EXR file format) when HDR output is enabled.
    NOTE: the Steam screenshot function does not work with HDR screenshots due to incompatibility.
    - Forced 100% LOD Scale in TV cameras (F3 and F6): these cameras now ignore the UI setting. F1 and F7 cameras continue to read the UI setting.
    - Fixed mirrors showing the last frame when switched off during gameplay (also fixed mirrors showing the last frame when going back to the showroom from a session).
    - Custom player teamwear is now showing up correctly in SP and MP sessions.
    - Visual damage buildup adjustments.
    - Added damage impact effect to the car's bodywork.

    PHYSICS:
    - Top TC level for storm conditions for all cars.
    - Silverstone and Nurburgring 2019 BOP tweak for the Mclaren 720S GT3.
    - Tweaks on the front splitter of the Porsche 991II GT3 R.
    - Lamborghini Huracan GT3 Spa wet preset tweaks (both non-evo and Evo).
    - Rain puddle tweaks.
    - Fixed rear wing last value Porsche 991II GT3 R.
    - New wet tyres model: less adhession grip, slower laptimes, better control in sliding situations.
    - Aerodynamics - vertical fin calculation improvements.
    - Aerodynamics - slipstream tweaks and larger turbolence area, can cause slight lateral movements if you follow a car from very near side and behind
    - Chassis flex implementation:
    Chassis flex is more of a qualitative than quantitative influence. You will notice the car handling kerbs quite better, accepting more steering input when sliding and more willingness to react on your inputs at the limit. At the same time, handling will be a bit less precise and might force you to work harder to be precise with your line, or correct your line during a turn.
    Chassis flex also influences setup changes. Cars with more flex (softer chassis) usually need softer springs and better damping. Cars with less chassis flex (rigid chassis) can handle stiffer springs and be more precise, but might suffer at lower speeds and mechanical grip on bumps and kerbs.
    - Altitude simulation for all tracks. Higher altitude means less air density resulting in lower engine performance, less downforce but also less drag. The heating model of tyres and brakes is also slightly influenced. Laptimes on some circuits might be a bit lower (i.e. Spa)
    - Tyre model: tweaks and fine tuning offer more predictable grip over the limit for both slicks and more importantly wet tyres.
    - Brake pads and discs wear implementation and different brake pads choice:
    Brake pads and brake discs wear is relative to the brake pad choice, temperatures, driving style, ABS and brake bias usage. Brake disc and pad wear is shown at the end of each driving session, when you return to your strategy setup UI on the "last readings" box.
    Normally brake discs should last more than 24 hours race, but because there is no pitstop time penalty (all teams are obliged to at least one fixed time long pitstop so that they can change brakes), all teams prefer to change discs and pads at least one time during long endurance races.
    There are 3 different brake pads available to choose from, each with its own characteristics and different brake pads front and rear are permitted.
    -- Pad 1: Very aggressive friction coefficient, max braking performance, aggressive disc and pad wear. Pedal modulation can be tricky if out of temperature or as it wears down. Use in hotlap and qualifying sessions, sprint races and can withstand 3 hours races. Risky and dangerous to use over 3 or 4 hours because the pads will wear down, overheat and lose linearity in brake pedal.
    -- Pad2: Very Good friction coefficient, very good braking performance, good disc and pad wear. Pedal modulation almost always good and linear, good feedback while overheating and gradual wear. Can be used in hotlap and qualifying sessions as well as sprnt races as what it loses in performance, regains in braking modulation and predictability. Excellent choice for long endurance races, easily makes 12 hours and can make 24 hours race too with a bit of care. Will also overheat and lose linearity in brake pedal feel when worn out, but in a more predictable way and after much longer stints.
    -- Pad3: Moderate friction coefficient, braking zones can be longer in dry, very moderate disc and pad wear. Excellent pedal modulation also in cold ambient conditions, very linear pedal feedback. Excellent choice for wet conditions and very long endurance races. Very predictable and easy to modulate brake pad.
    -- Pad 4, extreme aggressive fiction coefficient. Max braking performance, extremely aggressive disc and pad wear, bad cold performance. This is a sprint race pad that can last about an hour but will show worse pedal feel, worse performance and overheating towards the end of the one hour stint. Those kinds of pads are not used in endurance racing, but included for demonstration purposes.
    - Fixed Aston Martin V8 Vantage GT3 excessive engine damage.
    - Bentley Continental GT3 2018 performance tweaks
    - Fixed FFB damper not stopping during game pause.
    - Fixed an error that could cause wrong relative impact speeds for collisions.
    - Reworked damage system with accumulative damage resulting from impacts of various intensity.
    A significant improvement over the old system that always required a larger impact per damage zone to produce more damage.
    Repetitive impacts now have a much more substantial effect on the car's condition and the car is much less tolerant versus repetitive hits.
    All cars have tweaks and fine tuned damage values (physics) but be careful as the damage can easily accumulate and repetitive small hits can result in severe damage in the end. Also introducing damage threshold to allow (reasonable) paint trading without affecting car behaviour.
    - Low-speed aero damage now produces less negative effect on drag.
    - Reduced front-rear damage detection cone.

    AUDIO:
    - Fixed doppler fluctuation for external engine sound.
    - Added tyre brake wear audio.
    - Optimized audio channels used for wheel in external/opponent sounds.
    - Fixed audio options not applied on start level.
    - Reworked spotter damage messages (smarter and based on cumulative damage).

    MULTIPLAYER:
    - Competition Servers are now running in a schedule, offering up to 3 races per day with variations. Read more in the dedicated forum post: https://www.assettocorsa.net/forum/i...changes.61085/
    - The region assignment for CP servers is technically different now, potentially fixing the "No servers in your region" error.
    - The CP rating buildup is working in a more logical way now, which could cause to reset CP ratings to zero or lower values for some users. This will automatically wash out after a few CP races.
    - Significantly improved CPU load with opponent count with certain (most) types of CPU. This is not necessarily affecting FPS, but dramatically increases the number of cars we can run before the 99% CPU occupancy warning.
    - Significantly improved collision calculation efficiency, causing to scale CPU load a lot better (with all CPUs) on the physics thread.
    - Enabled multiple-pit-assignments for private servers, resulting in higher grid counts for certain tracks. At the moment Monza and Paul Ricard support 60 cars on the grid this way.
    - Fixed netcode warping for higher speeds (for certain server operating systems).
    - Fixed volatile and too high ping measurement (for certain server operating systems).
    - Further netcode improvements that increase the accuracy for cars on straights. This will make cars reliably drive with almost perfect distance, except one of both overtaxes in the player's bandwidth upload (ie by livestreaming).
    - Added additional (=custom) BoP for private MP servers: Server admins can now assign and set up additional ballast and intake restrictors.
    NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/..../#post-1100520
    - Session-over result screen in MP now correctly switches the table between current standing (like 2nd MFD panel) during overtime and the final race results (including disconnected drivers) after the session has ended for all cars.
    - Fixed MP car despawn issue in the highlights (and in some cases in the normal replay).
    - Fixed replay world time affecting real time in MP (animations).
    - Fixed potentially wrong bodykit loaded in MP.
    - Servers will now log their current configuration (as it is actually understood by the server) to the "cfg/current" folder; this is helpful for troubleshooting.
    - Short formation laps will now always start in "Double file", indepentently of the actual trigger position.
    - Fixed a client crash when the selected customized "carX.json" file was physically removed.
    - Improved the lead car detection during the formation lap.
    - Fixed pit limiter effectively turning off after a driver swap.
    - Improved the message the player receives when trying to join a server with the wrong car model (both entry list with forced car model, and CP servers with unknown tracks).

    RATINGS:
    - SA rating will apply a Trust Bonus for finished races, dependent on the race length.
    - SA rating will not assign points to certain situations where the other car is clearly at fault.
    - Added more "outcome" scenarios for accidents, to be able to improve the understanding of "nothing happened" in SA considerations.
    - Rebalancing of Singleplayer SA values to balance the massively clean AI in 1.2.
    - Fixed a timing issue which could make the contact bag inefficient in some situations.
    - Overall, SA will be more tolerant and precise, resulting in becoming slightly easier again.
    - (Significant) wall contacts now will act like off-track; resetting track medal progress, invalidating laptimes and cause race penalties if the car gained time.
    - (Significant) wall contacts are now considered a root contact like mass accidents, so a second car hit by a car bouncing off a wall would not receive SA penalties.
    NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/..../#post-1100520
    - Fixed an issue where Laptime records would be recorded with incorrect times (caused by race starts after the s/f line).


    https://steamcommunity.com/games/805...36667940631775

  27. #2157
    Bon ben vu que MAJ , je ne sais pas ce que ça va donner la course de la BroTeam ?

  28. #2158

  29. #2159
    Un post intéressant mais long sur le nouveau fonctionnement des server Compétition. En gros 3 courses à heures fixes, mais un pas que.

    https://www.assettocorsa.net/forum/i.../#post-1105069

  30. #2160
    Les explications sur la flexibilité du châssis :

    . Assetto Corsa Competizione v1.2 introduces chassis flex simulation.

    In the past, Kunos has intentionally avoided the feature, with yours truly being openly and on the record on interviews, that an implementation of chassis flex was out of the question in our simulations. It wasn’t a knowledge limitation nor a lack of will to implement such feature, but a honest admittance that we didn’t have enough data to implement such a complex feature and we didn’t had the experience to know how to judge if said data and implementation would work properly or not.
    Luckily for everybody, the Kunos team is always searching to improve the level of simulation and Fernando Barbarossa wouldn’t take a “can’t be done” for an answer. Many hours of paper study, telemetry analysis and placebo tests (yes we do that to our selves… it keeps us on our “toes”… ) we proudly present you the first implementation of chassis flex in ACC!

    Chassis flex alone as a term is very generic and includes many situations and effects, that influence differently the vehicle’s handling. The actual monocoque chassis flexes, roll-bars can be structural or not and can flex too, engines and drivetrains might be structural or semi-structural and also flex, suspension points on the chassis can flex and suspension arms do flex. There’s a lot of flexing, bending and vibrations going on into a vehicle and obtaining data and simulating in real time, as well as understanding how each one of them influences the handling, can be pretty much impossible.

    ACC chassis flex simulates the amount of twist in the chassis and it is called torsional rigidity. They say an image is worth a thousand words and in this case, this little animated gif of a Formula car, explains perfectly the kind of flex we simulate.
    [​IMG]
    During cornering, braking and acceleration, forces from the tyres are transmitted to the suspension and successively to the actual body chassis of the car. Additionally all the surface undulations, bumps and irregularities are also transmitted to the suspensions and chassis. Ideally the chassis should be infinitely rigid so that the suspensions are solely responsible for the weight shift and geometry dynamics as well as absorption of bumps. In such way, changes to the suspension setup and configuration, would provide predictable results.
    Unfortunately there is no such thing as infinite rigidity in reality, on the contrary, because of material characteristics, weight limitations, safety, manufacturing limitations and economics and more, car chassis are quite a bit flexible. Nevertheless, modern manufacturing technology and techniques have greatly improved the rigidity of chassis. On top of that and especially in racing car chassis, data analysis and better knowledge of vehicle dynamics, have embraced chassis flex and use it, up to a point, as a handling advantage.

    ACC chassis flex is not a fixed value, but varies from car to car and is also influenced by weight distribution and car characteristics. The results in car handling and performance are subtle, more qualitative than quantitative. You might or might not appreciate the effects, depending on your sensitivity and driving style, that is to say it is not a night and day difference, although we do believe it is an important step forward in many different driving situations.
    More specifically, the most noticeable improvement is even better kerb handling. High transverse kerbs like Monza’s chicane ones, still shouldn’t be attacked, but at least the car will jump a little less and you have better chance of not losing control. Generally kerbs and bumps are absorbed not only by the suspension but also by some chassis flex. Some cars will take more abuse, others that have much more chassis rigidity, might be more upset. On the other hand, the chassis flex is very low dampened, so any vibrations remain relatively uncontrolled and can be felt as oscillations even after the initial cause. For example you might take a bump at high speed, the suspension will absorb part of the energy but some of it will make the chassis flex and oscillate. While the suspension might end it’s oscillation fast enough, you will feel another couple or so of oscillations of the chassis. If the suspension is not well enough damped, it might also go into resonance with the chassis oscillations and make the suspension also oscillate and influence the tyre loads.
    Chassis flex also influences handling response and precision. If we have a car with infinite rigidity take ”set” at a specific turn, meaning that it has finished it’s initial weight shift and rolling and is turning at the limit, any driver extra input might break the tyres peak grip and provoke sliding manifesting as understeer or oversteer without much possibility of correction. This is also one of the reasons why in reality, extremely rigid race cars feel “edgy” and require total determination and precision. If the chassis has some flex, possibly in a controlled range, then some driver input will both return some feedback and generate smoother loads to the tyres, permitting them to work around their peak grip and giving the driver the feedback needed to ask from the car some extra work. Obviously this kind of “flexibility” (pun intended?) comes at a price. While the driver will be able to ask more from the car handling and obtain some tiny extra even at the limit, on the other hand it will lose precision as the car might follow a line that wasn’t exactly what was required. This might force the driver to work harder with the steering wheel and give more small steering inputs in order to point the car correctly.

    As a rule of thumb;
    The stiffer the chassis, the more precision and fast response the driver can obtain but the less willing the car will be to change its set and possibly react also badly on the edge.
    The softer the chassis the more feedback the car will give to the driver, regarding its handling but also less precision and slower response with a general sluggish feel.


    Finally the different chassis characteristics also require different setup range to make the car work better.
    A less rigid chassis will require softer springs and good damping in order to have the suspension to absorb most of the tyres energy and control the movements of the suspension afterwards, without triggering excessive chassis oscillations. Trying to use stiffer springs to regain precision, will only result in oscillations and vibrations that will stress the tyres and lose grip.
    Stiffer chassis can handle both soft and stiffer springs but the stiffer suspension will offer a much more precise handling, fast response and predictability at high speeds. At lower speeds though the car might feel light and nervous, losing speed and traction. A small compromise might be needed, but expect to use stiffer suspension on cars with stiff chassis.

    The big advancements in aero, suspension, drivetrain and tyres simulation of ACC, combined with the precision of our laser scanned circuits, permitted us to use real setups and being able to compare real telemetries to the ones generated from the simulator. Feedback from the real drivers, their engineers and manufacturers further confirm the improvements of the physics engine. The chassis flex implementation is based on the solid basis of all the above and brings the real life to simulation comparison one step closer again. As always, we stay committed to hardcore simulation and we keep working to improve

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