Road America & F-USA Gen3 First Impression

My first impression of driving the Gen3 cars around Road America was not great. Maybe I just had a bad first impression. The track and cars look great however the driving didn't seem right. The edge of the track seems too unforgiving. Maybe my setup is just way off but the car seems to understeer a lot and the power coming out of the corners seem somewhat binary. I'll give it a go tomorrow and see if it was just a bad night.
 
I didn't drive the new gen3 much..maybe 3 laps.
Road america looks beautiful!

Tho I did do quite a few laps in the GT3 Merc and found myself spinning instantly, several times from clipping the grass.
 
I took AMG GT3 out and had a few WHOOOO moments going through 12, 13, and 14...they hit a homerun to me..i dont know if it was laser scanned or what but that track feels so alive..i was going to say that there is more runoff areas...The Gen3, the few laps I drove it, seems fun too..Had to raise the back end a bit to get a little more grip on the exits, Im half scared to mess with ARBs and Springs on those things too much..It always seems to me with the open wheel cars that you dont want to change much because they are so balanced beyond 1 click here or there and do most of the tuning with tires, ride height, and diff...and of course final drive..
 
@JohnyUtah

My understanding is that they are not laser scanned...maybe drone scanned like PC2 but not sure...anyway the reason AMS2 tracks feel so alive is because they cranked the the track mesh signal up higher than other titles.
Realistic? Not really but it keeps my ADHD entertained on straights lol

Dev:
A) Tracks: The surface on our tracks are generally noisier than your average sim racing track, both because we have a larger share of bumpy regional / historical tracks in the sim, and also because we have somewhat overmodelled the road noise on some of them (most likely the case in tracks like Curitiba or Taruma to mention two fairly old meshes)
 
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From what I know about Road America, in real life, the drop off from the track surface to the grass is steep, like an actual drop where almost all other tracks the transition is even. So you could get very caught out by dropping a wheel. Should it hook your car into a spin? I don't know. It would differ for each car, but it would be very disruptive. If the grass is slipperier than asphalt, it shouldn't necessarily spin you since your inside tire is on sticky asphalt. But, if you highside a car with low ride height on the edge of the track, you might lose the grip of the inside wheel. Either way, stick to the black stuff!
 
From what I know about Road America, in real life, the drop off from the track surface to the grass is steep, like an actual drop where almost all other tracks the transition is even. So you could get very caught out by dropping a wheel. Should it hook your car into a spin? I don't know. It would differ for each car, but it would be very disruptive. If the grass is slipperier than asphalt, it shouldn't necessarily spin you since your inside tire is on sticky asphalt. But, if you highside a car with low ride height on the edge of the track, you might lose the grip of the inside wheel. Either way, stick to the black stuff!
I'm not sure about the drop off all around the track however on several of the turns I have photographed, I don't see a drop-off. See the example below. The cars are coming down the hill toward turn 3. In the game, if a wheel touches the side of the track under braking the car goes wild. I have watched Indycars brake and exit every corner on this track and there is at least a small amount of forgiveness on most of the corners. It just seems like if the cars are under even a small amount of braking or acceleration the car will spin even if the car is just barely on the glass or dirt.
 

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Maybe my setup is just way off but the car seems to understeer a lot and the power coming out of the corners seem somewhat binary. I'll give it a go tomorrow and see if it was just a bad night.
Regarding the understeer, have you tried both chassis? I've only messed around with some tiny variations from the defaults so far, but I found the Lola to have considerable understeer at Road America's lower speed corners compared to the Reynard.
 
I got the game a week ago, but something I find way off is the amount of grip the CART cars have. I went through some IRL onboards and the drivers seem to applying really precise input, but in AMS2 the cars seem faster, I can keep turning the wheel and the grip is available to me. Also the car doesn't seem inclined to spin (I don't feel than jerk in the steering, or the sensation of the loss of grip), i can just steer a lot, and then apply the throttle and the car is very stable.
 
A) Tracks: The surface on our tracks are generally noisier than your average sim racing track, both because we have a larger share of bumpy regional / historical tracks in the sim, and also because we have somewhat overmodelled the road noise on some of them (most likely the case in tracks like Curitiba or Taruma to mention two fairly old meshes)
You are probably right about the larger share of bumpy tracks and the "overmodell" thing but I also think/guess it has something to do with the Madness physics functioning.
But personally I love this "bounciness" that a lot of other simmers is moaning about because they have got too accustomed to smooothing everything out in most other racing games.

But I admit that this bounciness maybe could be lowered but only for VR users who often say they does vomit on the floor after a 30 min session :roflmao:
 
I got the game a week ago, but something I find way off is the amount of grip the CART cars have. I went through some IRL onboards and the drivers seem to applying really precise input, but in AMS2 the cars seem faster, I can keep turning the wheel and the grip is available to me. Also the car doesn't seem inclined to spin (I don't feel than jerk in the steering, or the sensation of the loss of grip), i can just steer a lot, and then apply the throttle and the car is very stable.
Show us your position on the TT LB on as example the new Road America in one of the new Cart cars.
At the moment Im 3rd in the new LolaB Ford and I can tell you that if you are able to drive that fast (IE driving on the edge) then the car is anything else than what you describe.
Hehe it want to kill you :roflmao:
 
I'm not sure about the drop off all around the track however on several of the turns I have photographed, I don't see a drop-off. See the example below.

That's a good example. I've heard anecdotal evidence from folks who race there in the 2000s, could very well have improved it. Almost looks like they've built a berm a foot away from the track edge. I re-watched the SCCA runoffs race and there's only a handful of spots where there's a visible dip. And I don't think Reiza is that accurate. Its probably a coefficient of friction number on certain materials. I'll revert back to my keep it on the black stuff advice. I've only done about 3 laps each in the 2000 CART and 1998 CART cars. (2000 car a bit easy to drive. the 98 is hairy, but more fun to drive.) Wasn't excited for a 16GB patch size though. I've been getting data warnings from my ISP almost every month about data usage. Its bad enough that games are 75GB large once installed, but the amount of data I've downloaded has been far greater than this for AMS2 with their huge updates that replace so much content.
Rd Am.png
 
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My first impression of driving the Gen3 cars around Road America was not great. Maybe I just had a bad first impression. The track and cars look great however the driving didn't seem right. The edge of the track seems too unforgiving. Maybe my setup is just way off but the car seems to understeer a lot and the power coming out of the corners seem somewhat binary. I'll give it a go tomorrow and see if it was just a bad night.
I know people will say 'it has potential' - they need to get a grip. I agree with you, it was flat. Yes, first I jumped on and felt it was ok. But it was basic. And its not realistic how it all turns. There are major concerning underlaying problems with almost every aspect of the game, and also I personally like so many others went through the walls all over the track to begin with.

I took AMG GT3 out and had a few WHOOOO moments going through 12, 13, and 14...they hit a homerun to me..i dont know if it was laser scanned or what but that track feels so alive..i was going to say that there is more runoff areas...The Gen3, the few laps I drove it, seems fun too..Had to raise the back end a bit to get a little more grip on the exits, Im half scared to mess with ARBs and Springs on those things too much..It always seems to me with the open wheel cars that you dont want to change much because they are so balanced beyond 1 click here or there and do most of the tuning with tires, ride height, and diff...and of course final drive..

Hrm. Not sure you hold yourself to high enough standards if you consider that all a home run. IS this a shilling attempt? The walls had no collision, the trackside objects were missing, it did have crowds unlike what someone told me, but its certainly not laser scanned seemingly and also lilski's version or rip from assetto corsa iiirc which is now in Rf2 and basically AC and any other sim, is actually superior despite its graphics not being updated.

Also that lilski version has way more detail in objects and the background, as well as track suface detail, its a no contest. I felt that the Monza effort from Reiza was the same way.

Now, the Imola effort from Reiza is superb, but thats a long time ago now.

Well - as for the setup of the car as stated its very basic, it lacks detail and when I gave it a bit of a helping with a tweak or two it completely makes a mockery of the underlying physics, its like its got too much grip and not enough or something. Its just no where near the level of the class leaders of ACC and Rf2. There are serious aero and tire model deficiency's. And believe me I want them fixed like everyone else but pretending they do not exist is SIMPLY sending the developers the wrong message.
 
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well to be honest i have not played Rf2 because i hear you can dope the cars by taking all of the down force out and compensating with ARB or some such..the simple truth is that all of these are just games and none of them capture reality..and although every player blabs on and on about "reality" no-one would really want that..oops you touched a car race over...oh no you wrecked take a hammer out and smash your foot...even in the physic department every real life drive says the same thing...sims are way harder than reality..of course they are in reality you have real consequences if reality was similar to sim you would have every race ending with 3 cars finishing out of a 25 field...My whole point to this is AMS2 is its own GAME it has its own feel and its own strategies, thats really all you can hope for..And for ACC well you cant even play it in VR so i guess if you like playing super Forza on your monitor well knock yourself out..I like to feel like im actually driving a car and no other game even comes close and no i do this for passion not money..
 
Show us your position on the TT LB on as example the new Road America in one of the new Cart cars.
At the moment Im 3rd in the new LolaB Ford and I can tell you that if you are able to drive that fast (IE driving on the edge) then the car is anything else than what you describe.
Hehe it want to kill you :roflmao:
I took a TT setup for the Reynard, I'm still way far off the top, but the car definitely feels more on the edge, and better to drive. I also realized that in 2000 the track didn't have the amount of runoff that is available now, so the drivers had to back off.
 
Well - as for the setup of the car as stated its very basic, it lacks detail and when I gave it a bit of a helping with a tweak or two it completely makes a mockery of the underlying physics, its like its got too much grip and not enough or something. Its just no where near the level of the class leaders of ACC and Rf2. There are serious aero and tire model deficiency's. And believe me I want them fixed like everyone else but pretending they do not exist is SIMPLY sending the developers the wrong message.
AMS2 has clearly missed all the incredible realism of these class leaders, like running cars with max negative toe both front and back to gain extra speed, running cars with zero rear wing and no rear ARB and just sliding around, or running every car with 27.5 psi tyre pressures no matter what the weight of the car or the downforce configuration is.
 
lets not forget how import .001 bar is tire pressure is..i cant remember how many times ive watched GT3 pit crews going out adjusting tires this way...pssssss...psssss ohhh know the psi is off by a micro bar our race is over..
 
I took a TT setup for the Reynard, I'm still way far off the top, but the car definitely feels more on the edge, and better to drive. I also realized that in 2000 the track didn't have the amount of runoff that is available now, so the drivers had to back off.
What is your name on the LB?
I mean so I can follow you - in a friendly way ofcourse :)
 
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