u/ProgUn1corn

10.4k post karma · 5,036 comment karma · joined Sep 2019

  1. 8points

    My first progressive metal/djent album (un1corn.bandcamp.com) [Hard Rock/Metal]

    2 comments · source

  2. 4points

    My debut EP - Sound A Round. Its been a while I uploaded it, written in Dec, 2019, for my friend who passed away in September. There are some places need to improve but i'm pretty satisfied. Available on Bandcamp, Spotify etc. (youtube.com)

    0 comments · source

  3. 3points

    Where can I find no compression option in Replay after 0.39? (self.BeamNG) [Discussion]

    0 comments

ProgUn1corn

I'm in Japan and bought directly from Taobao when CNY and JPY has a very good exchange rate. No problem at all.

ProgUn1corn

5070 is gonna to struggle anything higher than low-mediun in VR even with DLSS upscaling, especially considering for VR you need ay least 72fps not 60fps.

ProgUn1corn

Is it better than 0.38 though?

ProgUn1corn

My laptop's 4090 died recently so I have to use my 258v handheld. And in 0.39 it was straight up horrible, my 258v handheld that's suggested to be the last gen best SoC can not run the game at a stable 30fps at 1600x900 with lowest graphics, that's even without shadows and looks completely ass. In that version the Steam Deck preset is a joke. In 0.40 with Xess and optimizations the performance is waaaaaaaaaay better. I can run with decent graphics at a stable high FPS.

ProgUn1corn

Would someone check if this works on Alpha Evo as a simple extender? My old FX is too short and I want to get spacer or extenders, but I don't want it be on the shaft since I also have Neo X that is just at the right position.

ProgUn1corn

it looks good. But if it's a race car you probably shouldn't use 50:50 AWD and E-LSD. Also a front mounted 4L engine is gonna to unsettle to balance quite a lot. If the weight balance is more like 55:45. you'd even better to have more rear torque split AWD than 50:50.

ProgUn1corn

Yes, they are realistic, because they can translate some of the driving styles and techniques. but it doesn't mean the Skoda or Hyundai in the game is realistic to their IRL counterparts. They say it's realistic because they feels good and familiar, in a broad experience and driving style way. Also not every pro is saying the game is realistic while driving Rally2. Most pros never had experience on old rally cars like 206 WRC, so where does this "realistic" word come from? Did you think of it's saying realistic to what? To the car or to the driving style? Note that I have talked that even you can translate some of the driving styles, it doesn't mean the car is realistic because it could very possibly compensated by other aspects.

Also a fun fact, not a even a single game has actual active center differential simulation of 2017 era cars. Not single. It's not we are talking about if some small aspects are realistic or not, it's just not there. The closest thing you get is RBR, but that old system has it's own fatal flaws in the logic of calculating lock map so it's kinda janky as well. Yet people will say what game is realistic, despite not a single game has the differential simulated, which makes me very questionable about the word "Realistic".

Actually years ago, I was the same as you, I looked for which driver claimed what is "realistic", tried to feel whatever they meant. However as far and deep as I go down in the rabbit hole, I just found the term "realistic" coming from pro drivers doesn't mean much in the end. There's even a very high possibility that if you let them play EA WRC or KT WRC, they will also say it's realistic. It seems that unless there are some absurd physics, most games within a reasonable range are all considered "realistic" to most pro drivers.

I care about this because I've gone too far to design a physics from the ground up, I could think any details that nobody care but makes a difference because I have failed and got wrongly in the process, so these kind of physics like stiff movements and digressive dampers are very obvious and annoying to me, it shows some real differences between the game and real life car dynamics. Further more, because I've got those things recreated in the game with real numbers and seemingly very similar dynamics, that's what I know even I can do it, no way the studio devs can't. Sometimes it's pretty obvious they made some compromises just to achieve a certain result, it's this made me sad. I wish they could just follow the real life counterpart and make efforts to follow that way.

ProgUn1corn

Drivers can very easily say whatever they feels good is good. "Realistic" is a really vague word because the cars are in different conditions, there's nothing to compare. A driver can feel realistic as long as the car is convincing to a vague experience, but not strictly to the cars themselves. You can of course believe in real life pro drivers, I believe as well, but this is a different thing, these 2 things can exist at the same time. There are drivers claiming DR2.0 is good. Also drivers claiming KT WRC is good. Also drivers claiming RBR RSF with like 80N/mm of spring stiffness an 60% of differential lock realistic. I agree in some conditions they are good and realistic, but not realistic to the real life counterpart, rather than more broad experience and feel thing. You would never ever run 80N/mm of spring stiffness in a real life Rally2 because there isn't simply such option, even you somehow have that, it will never be the same experience in RBR RSF, that's the point I'm trying to say. In fact the team I know have both i20n Rally2 and GR Yaris Rally2, the instant thing they pointed out in ACR is how much the suspension is moving. For example, you can have totally smooth load transfer, left foot braking techniques translated to real life, but the car themselves in the game are moving too little, the travel seems less than IRL and way stiffer.

I'm not trying to convince you that the game is bad, nor I'm not even saying the game is bad. I'm trying to say that, the cars in ACR now is not a accurate representation of real life Rally2 cars, whether that feels good to you or not is another question. A game can be totally excellent and feels good even it's not the real life counterpart simulation. I'm just trying to say that it doesn't feel good to have modern WRC cars before the Rally2 can be improved, and I heavily doubt the cars will be accurate real life representations. They certainly will feel good, but probably not realistic or accurate to life. I'm not underestimating the game as well, I love the game as well as it's the first one to bring a proper setup menu to players, and at least have the goal to take Rally2 cars seriously. That's why I'm feeling a little bit disappointed because the cars are not accurately representing, especially some tuning numbers are strange.

If you are feeling offended, I'm sorry to that, english is not my primary language, I don't know how to properly have words.

ProgUn1corn

Not much tbh, I'm not a pro driver. I only had chances because a friend of mine runs a team locally. However you need to keep in mind that most drivers say x games feels good, are because one aspect they care the most can be translated into IRL driving. This doesn't automatically mean the game is deterministically realistic to life or anything beyond that, and most drivers do not have much experiences nor understanding of how simulation engine works. It's a different story here.

ProgUn1corn

I'm using exactly that setup but it seems some triggers need fine tuning.

ProgUn1corn

I think every game has it's strength now, but no games can truly assemble them all. EA WRC seems to have proper peak tyre grip but the transition is unnatural. The default setup's behaviour from EA WRC somewhat matches some default setup sheet on certain cars, like Fabia RS rally2 of it's neutral ARB stiffness, but generally the setup is too stiff. RBR RSF has most community input and most resources so it can continuously fix the physics to fit it closer to real life, but it can't hide the dated engine behind the game where somethings are not proper simulated. Maybe to your surprise, KT WRC like WRC generation actually have the most accurate behaviour of suspension especially pitching and load shifting, but it's way too exaggerated and grip is weird so it feels like a boat. BeamNG can have the most accurate mechanical simulation especially on suspension and dampers, it's naturally much superior than any of the hard-body UE engine games and by far it can do the most out of a car with Lua. So proper launch control, engine map, ALS, all of that could be properly simulated. But at that time it's more like a vehicle simulation, not a racing simulation and the tyre needs work. Original AC mods are probably the least to believe, some cars even have very weird engine curve which is the easiest thing to get right.

I'm currently working on BeamNG but it's not a replicate of any IRL rally2 car. It's a fictional car that follows Rally2 regulations and the all the designs are referenced from real Rally2 cars. I have multiple technical documents and homologation files, so I clearly know with BeamNG's node and mass model, I can get extremely convincing suspension dynamics and with some Lua scripting, all the electronic controls are doable as well. But BeamNG has it's own weakness as well, especially when talking about the stability issues, some nodes need to be heavier than IRL. For example it's very hard to get 12kg of front subframe with a very high stiffness, but that can be adjusted with lots of ways. But generally it has the most potential and can be much better than any of the current games.

Just note, the vanilla BeamNG's modern rally car is also terrible by default tuning, and that car is a mixed of Rally2/WRC from different eras with some questionable suspension and aero design, so don't compare that to Rally2 regulations because they are different cars. It's good for driving around mixed surfaces and sliding all around. But it's not strictly rallying.

ProgUn1corn

If you talk about default setups, no, they sucked ass. But some cars are genuinely good after proper setup. But RBR seems to have too much transmission efficiency and too high of downforce on Rally2 cars, which seems to make them a bit faster than real life ones. But still the driving translation is good.

ProgUn1corn

You seem to grounded the resistor both ways. Normally you would have your resistor one side at hot, one side at ground. You don't even need to put your resistor this deep in your diagram, you can just connect it right after the single coil hot, before the switch. I don't see where your hot is coming from the single coil, usually you need a hot and ground. Then other leg to whatever ground you have like on the switch or volume pot or even in the shield.

ProgUn1corn

Thats the problem, ride height isn't as simple as 'moving your spring perch higher 20mm', especially in rallying. It heavily depends on the damping ratio combined with spring stiffness, bump/rebound ratio and damper gas pressure offset. What I'm saying is nothing of that feels right, at least on default setup which doesn't make any sense. It's very like DR2.0 and EA WRC where Codemasters love to tune their cars low and stiff as they can. This is exactly the same feeling from ACR, and probably they are actually using different spring stiffness numbers aside from the number displayed. The i20 and Fabia had really absurd numbers and after one update suddenly the numbers are normalized in the setup UI but it doesn't feel any much different when driving.

ProgUn1corn

As I've said you can have a thousand ways to make it look good. Everyone has their own standard of 'feeling good'. But it's not called realistic, and even to my eyes it doesn't look good, The ride height is way off.

ProgUn1corn

It means they probably won't get the physics right especially with a modern WRC car. They haven't even figured out properly Rally2 yet, even they said they have first party collaboration with Skoda, and the end result is still like what we have now, which is not very realistic to the real car.

ProgUn1corn

The skoda and hyundai and polo in the game is nowhere near the actual car I would believe with confidence. I don't like if a modern WRC or Rally1 car that has little similarity to do with the real regulation cars in the game. If they get the Rally2 cars right then it would be much better.

In fact I heavily doubt if they could do the aerodynamics and electronic center diff of WRC+ right, because afaik, most things still remain classified till this day and some drivers even don't know how something works. Especially you need the same level of understanding of every mechanic or the research team to a real WRC team, that's not something most game devs can do and it's not certainly showing in ACR as well.

You can have a thousand ways to get the final result somewhat close, but it means nothing to me if the process is patch everywhere, like you certainly wouldn't use a spring rate of 35N/mm on gravel when ACR released, and such a digressive damper curve with absolutely nonsense knee velocity point. We even, already had, Hayden Paddon said the high speed bump takes place at as high as 0.6m/s, yet those games still treat your rally cars like circuit cars where you have tons of rebound damping(actually circuit cars with downforce don't in modern days) and very low knee point with low high speed bump. Till this day tons of people still believe you need high speed bump to absorb the bumps on the road and low speed bump to 'control the chassis movement'. If that's the case, say hello to your jump landing.

With different patches here and there, different parts compensate with each other and the physics engine, the end result could be OK. But the process will be so wrong that drives me crazy because IRL car setup concepts doesn't work at all to a point you need those game specific quirks.

If those devs can get those things right, they should just work in a WRC team.

ProgUn1corn

This is soooo good. But do you have camera mod as well included? It feels weird to me racing in third person view in VR.

ProgUn1corn

Not as much as in the US and Europe afaik. Even in governments AI is rapidly becoming the assistant instead of taking over jobs. Indeed the douyin short dramas are heavily taken by AI but that isn't something worth that much from the beginning I believe. But it seems China is very open to AI and have some right directions that telling people AI should be assistant, agent, not something replacing your job and generating slop everyday.

ProgUn1corn

I absolutely love it. I always want these kind maps to draw rally lines and it feels extremely natural, much more than those specific designed rally tracks which doesn't really fit in a public road environment. This gives me vibes.

ProgUn1corn

The game doesn't have updates after 0.39.4 so it's what it is when 0.39 came out.

ProgUn1corn

Polychrome DSP Hypertune is just miles ahead of Neural DSP stuff. You couldn't believe that I dropped from physical drop D to drop F# and it sounds totally natural, plays without latency. It's dark magic.