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Two different clutch programmings are needed--one for the hybrids and one for the rest of the vehicles. The one for every non-hybrid car in the game is so obviously wrong that anyone who has ever driven even a road car with a manual transmission would notice. No need to be familiar with exotic rally cars.
So is it possible that EA/CM took the same unbelievable shortcut as their predecessors and didn't bother to have separate drive train physics for the hybrids? Or, did no one in the entire development process ever drive a real manual transmission car with a clutch? It's one of those two explanations....
There was so much time and attention put into the modelling of the stages, the vehicle sounds, and so many other details that it is like an insult to those rest of the team members that something so fundamental to every vehicle on every km of every stage gets treated like an afterthought.
Manual Sequential doesn't need a clutch.
BTW, Its easy to find the "bite point".. Its on the floor :D
If I am using the worst-quality clutch pedal known to man, I still need the game bite point and friction curve to approximate reality. Or do you disagree? The entire game is laughably unrealistic, but we still want the wheels to turn left when we steer left, no?
But I stand by my point that no game in existence replicates the feeling of driving a manual transmission because there is no accurate ffb for the clutch or shifter. I drive a 6MT in real life. The sim driving experience (does not matter what game) is so far from real that I dont even use my H-pattern because its an immersion breaker. You just go through to motions.
Also your hyperbole about this game is laughably unrealistic makes me doubt your ability to be objective. I think you are just looking for things to complain about, making mountains out of mole-hills. This game is not perfect but its also not Mariokart.
As for the travel to full engaged.. mine is pretty much exactly the same in EA WRC as it is in AMS2.. Same 20% range, same bite-point (The floor).
BTW I love AMS2, its been my favorite track racing sim since the aformentioned update but still, its mind boggling that he makes such a big deal out of this aspect of the game. If he wants a more realistic pedal travel bite point, Im sure he can set it using his controller software as well by setting a deadzone on both ends of the travel.
Excuses are not needed. The clutch bite curve also works like a real car in iRacing, AC, ACC, rF2, etc. WRC: Generations does not. EA WRC does not.
Some day we will have FFB on all pedals (it already exists for brakes)...until then also no need to waste time bemoaning that no clutch is truly realistic. Why ask for PhD level accuracy when we don't yet have kindergarten simple curves properly implemented?
I don't expect a simcade game like WRC to have any sophisticated sim features, but come on, fixing a simple clutch bite curve that is completely inverted is not too much to ask. My original point was that there may be a reason for this...related to the hybrid car physics. You are knowledgeable and may have tried WRC: G--what do you think? Is there (even very simplified) hybrid physics programmed into WRC or not? Or, do all cars use essentially the same delivery of torque methodology?
How did you measure this exactly? It still seemed to me like the majority of the "bite" occurs towards the upper end of the release travel of the clutch (not the initial lifting release).
ie, on the floor clutch is fully disengaged, as you lift clutch engages but it is fully engaged at around 25% of the travel (75% free travel). This is same as AMS2 for me. But also it seems like the majority of the "bite" occurs towards the top end of that 25% travel, not the initial. But I admit, its not easy for me to tell by just holding revs and gradually lifting to see when the clutch stops spinning and how much forward movement I get whilst doing it within the pedal travel range.
How did you measure the curve? I mean, I wouldnt be surprised if it was coded as just a basic linear (simple) relationship and not a curve, but surprises me its actually an inverted curve.
I doubt each car has different clutch settings, after all, the hybrids use manual sequential so no clutch necessary and yet you can play them with manual with clutch.
The Hybrids do use a clutch, for starting from a stop. Like a lot of sequential transmissions, once you are going, you dont need to use the clutch to shift. You also can clutch in on very slow and/or sharp turns, usually a very acute hairpin, so you dont stall the car (see Kalle's video below at around 2:05 min and 8:00 min), This aspect of the game is modelled actually as you can stall or at least bog a lot of the cars on some hairpins when using the handbrake.
The video is from a 2021 car. I couldn't find any videos of a Rally 1 car where the clutch is seen being used to prevent a stall except for one Ott Tanak video. It occurs going up hill after a few acute turns in a row. My impression is the Hybrid does not prevent the car from stalling but probably makes it harder to stall due to the extra torque when boost is available?
https://www.youtube.com/watch?v=0U1f2tvySBQ
I just went to see what the low speed clutch performance was like for this game.
I dont know what you are on about. My bite point is maybe 5% from full pedal depression.
It certainly is not at the 90% before reaching the bite point. To be perfectly clear, in this explanation, 100 is foot off the clutch and 0 is clutch pressed to the floor.
If stopped and you slowly release the clutch, once you are at the bite point if you slowly release the clutch a bit more, you can see the RPM drop from idle. I have an external DDU that shows the RPM as a digital number. If you are slow enough, the RPM will be below the idle but not stalled (ie burning the clutch). If you let out some more, it will stall. This seems pretty accurate to me!
The only thing that is a bit odd is that when you stop, the game automatically engages the handbrake or some kind of "hill-hold". This was on the 08 STI. You can hear the same sound effect as when you pull the handbrake, a faint click. On a slight hill, the car is held in place. If you apply any amount of throttle, this "hill hold" feature turns off and car rolls down the hill. If you try to feather the clutch with the "hill hold" feature on, it stalls. But if you get the car rolling even 1-2kmh, you can feather the clutch with no throttle and the car accelerates slowly, similar to a real manual transmission. I think its something with your system, if you are not getting this same response.
Also I did not play WRC:G enough to really analyse anything. It had at least two game breaking flaws. First, the throttle physics had a very weird torque limiter based on the gear you were in (Heusinkfeld made a video about this). And it had some sort of auto-clutch bug that made the 1st half of the throttle curve useless and when you stopped the car, sometimes it would not let you move again even if you were in gear and foot to the floor. There are videos of cars rolling backwards, while hitting the rev limiter in 1st gear. I had this bug often enough that I gave up after only putting a few hours into the game. Then it became Abandonware.
What should happen is that the clutch bite start gradual and most of the engagement strength (resistance to slippage) should occur at the upper end of the engagement travel, ie the last part of the engagement travel, not the first 20% part. Hence why he thinks the curve is inverted.
But I could see no way to check this accurately so just did similar to you only with constant revs applied and still couldnt come to the same conclusions he did. Did exact same experiments in AMS2 and it seemed to have the same effect of revs at the same points.