Sorry if someone has already said that, but I think that the pit limit should be faster...
I'm quite easily beating the AI at 110% , I'm averaging mid 40 lap times. I don't think assists should help consistent driving, consistent driving should help with that by itself.
I was a 3 time local club champion, raced nationally, as well as club champion in a few other places, so that probably helps with it. All the same principles carry over, but nothing can bring back the seat of the pants feeling that you get in reality. I think if I had that I'd be able to shave another few seconds off.
@ woodee, those karts at Buckmore will be quite a bit heavier than proper karts. They'll probably carry more fuel, and their tires won't be so well taken care of as a proper kart. They might have rubber track rods too instead of metal ones, and that changes the way the steering feels quite a lot in my opinion. But again, same principles of driving will carry over. Being smooth and carrying your speed is the most important thing. Also, if they're using Honda engines they'll be 4 strokes instead of the Rotax 2 stroke ISI have modelled.
Normally I would think it's just a case of our real life wheel's speed/acceleration/reaction time simply not being able to keep up with the super quick kart dynamics, but I'm pretty sure it's not just that as I've seen/experienced this unnatural and overly tricky oversteer-correction behavior in slower cars too, and going back from even before RFactor 1.
Just made this
My speed sensitivity is at 0, steering sensitivity is at 100%, and steering lock is set by car. Not only that, but i can almost guarantee that my FFB settings are more realistic than what most people are using.
I can just about keep up with the AI at 110% consistently in the F1 karts through any of the Quebec layouts, but still, it doesn't feel realistic in some instances. I never experienced this level of twitchiness in a real kart back in the day. I'm not saying it's completely wrong, i just think it's a bit exaggerated, it just feels like there's too much grip or something is off with the rear end. The twitchiness, in my opinion, should still be there, but the kart shouldn't suddenly be able to change directions like it does in rF2, it should have a bit of "looseness" to it, rather than suddenly changing direction. Possibly this is an issue with real-road? I know it's not finished and rubber builds up faster than it should, so maybe it's just adding way too much grip on the road.
Where did you get the helmet and suit templates? I'd love to add my own helmet to the sim.
I still reckon the driver looks a little tense in the seat, she should be a bit looser and curved in his seating position, a little hunched.
I think it's usually due to the Kart itself, isn't it? I've been told by people who race karts that they have to have the seat position in a very particular way (usually determined by the manufacturer) in order to get a good pace, and that's often not a comfortable seating position, but it's better to be fast and a bit uncomfortable than comfortable and slow.
I dont know...I have quite similar thoughts about this issue with karts but starting to believe it's mainly because of input lag. I mean even though our systems have very low input lag, 120 Hz refresh rate and LightBoost 2D hacks but it may still not be good enough compared to real-life because like you said karts have these super quick dynamics (unlike any other vehicle in rF2) so the input lag effect should feel amplified. Of course tire contact patch model may not be fully finished yet (could it ever be?) so I believe it probably has some role in this issue too and who knows maybe could explain your experiences with rF1 or other cars together with input lag effect.
I dont know, I just did some testing with the old classic open wheeler F3 doing slides coming out of the final turn at Monaco at catching the initial slide just fine but then the "return to centre" part is just way overly snappy. Even in the replay it just looks way too overly aggresive and "off". It looks like instead of the rear of the car being returned to centre, instead the front of the car simlply just wants to snap steer to the other direction as if there. It's almost as if the rotation axis point is not happening from the rear, but from the front. I've always felt this "front axis rotation point" in ISI based engine sims, especially the bigger your oversteer moment is. It feels more as if the front of the car is just simply turning sharply and the momentum along with it with some rear slip, rather than the rear end trying to swing around while most of the vehicles momentum is still continuing to go forward. It makes the car look like it's doing a very sharp turn rather than a rear powersliding. Overall I think RF2 has the best dynamics and is my #1 sim (even though I play and enjoy more than 1), however I still feel like this is one of ISI's main physics issues (like I said thouh overall I still think it's the best).