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So all these things suggest it is something you have done, problem with your controls or your driving style as the Ferrari is one of the most used cars.
1st point sounds as though your wheel is not working correctly, how are other cars?
The 2nd point sounds a but contradictory, very stable yet unable to turn?
The 3rd point suggests you’ve closed the brake ducts or chosen pad 4 (I think it is) which degrades very quickly and is not for normal use.
How does it feel with the standard Safe setup?
It end up being about: angle of attack + racing line + too much throttle + too little brake that could have been used (maybe just one of these, a combination of some or all of these, but usually wrong racing line + too much throttle or wrong gear, or starting the turn too late with wrong angle of attack).
I may be wrong but that is what I notice I do wrong and try to improve.
When I change some (usually angle of attack and racing line) I sometimes lower my time by -0.5 to -1.5s at one turn only because I can use more throttle, earlier and not sliding sideways, able to exit the turn some 25km/h to over 50km/h faster than before and with more stability.
Being smooth with throttle, brake and steering wheel is the key to be stable.
My steering, brake and throttle technique also need to improve a lot as my skills still just basic, so is my understanding, but all these things I mentioned, when I change my behavior at the track and with steering wheel and pedals, do make better and more consistent lap times to happen.
1) I wish I could roll back to 1.2.x to test.
2) Wheel is fine, and the in-car wheel is turning simultaneously with mine.
3) Hmm I mean no matter what I do (to the setup) the car is unwilling to oversteer unless I'm driving completely insanely.
4) Neg. Pad 2, and ducts at 2.
5) Safe or Aggressive feel nearly the same, and both handle well with tons and tons of understeer. Aggressive will spin if I unbalance the car by rolling it left/right in a S at speed, but it too doesn't want to enter a turn and runs very wide (off the track).
If I slow enough to corner well (as I would corner in 1.2.x), I'm significantly slower than the AI at 87%.
I'll try the Porsche.
I am now testing my preferred cars with different fuel loads in order to see what suspension changes would meet somewhere in the middle.
Depending it may also spin instead of understeering because of that.
Here's what I've found so far:
* Increase rear wing slightly
* Increase front slow bump and rebound 1 increment
* Increase rear ride height +5 mm to 60 mm
* Increase rear ARB from 30 to 40
* Reduce cold tyre inflation pressures by 0.4 psi all-round.
I've discovered that in addition to the grip changes, the tyres run hotter and the brakes cool quicker than in 1.2.3. I have needed to reduce the cold tyre inflation pressures to compensate.
I run brake ducts at 2 (unchanged).
The increase in bump & rate reduce the suspension travel, making the front more responsive by being less aggressive with the brake.
Increasing the rear ride height... decrease the rear response, but result similar result as increasing the rear arb but reduce the contact patch...
Yeah they all make the initial turn in for the entry phase faster if you drive realistically. Although bomb diving with the brake(arcade trail braking) on default will deliver better result.
I would like to see a WR or very close to it form him, as these games are so arcade...