Porsche 911 Singer

Cars Porsche 911 Singer 1.2 (csp)

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The sound and 3D model of this mod is something amazing! Probably one of my favourite mods…but with this latest update, the physics seem a bit off.
Arch’s physics are a totally different world, and even on a belt driven wheel as I have, it is noticeable the difference in detail and how the car seems much more like the real deal. But in almost every mod with arch physics, above 160/180 km/h, cars get too uncontrollable. Any slight weight transfer, even if the car is not coasting, it usually tends to oversteer uncontrollably….a bit unrealistically in my opinion :( .
I’m running latest csp
 
The sound and 3D model of this mod is something amazing! Probably one of my favourite mods…but with this latest update, the physics seem a bit off.
Arch’s physics are a totally different world, and even on a belt driven wheel as I have, it is noticeable the difference in detail and how the car seems much more like the real deal. But in almost every mod with arch physics, above 160/180 km/h, cars get too uncontrollable. Any slight weight transfer, even if the car is not coasting, it usually tends to oversteer uncontrollably….a bit unrealistically in my opinion :( .
I’m running latest csp
This is part of the never ending dilemma between feelings and physics accuracy, and what the game engine makes of it.
And your game settings
And your steering wheel
And...
Dilemma I do not wish to be a part of.
I remember pages of discussion in the NSX for example, and I'm not sure there's a solution.
At least it's impossible to keep everyone happy.

Lucky for me I don't play assetto anymore so I'm all in with the latest version :D

And I kept the 1.1 also for that reason.
That's my only answer, if the 1.2 isn't enjoyable, try going back to the 1.1 :thumbsup:
 
Any slight weight transfer, even if the car is not coasting, it usually tends to oversteer uncontrollably….a bit unrealistically in my opinion :( .
Yes, exactly and as I mentioned in my comment about, manifests itself when you try to the chase at Bathurst - even staying off brakes v. difficult to get change of direction and entry into that corner. Sure, the 'Chase" is not walk in the park in any car, but a little too difficult I suspect with Arch's update.
 
The sound and 3D model of this mod is something amazing! Probably one of my favourite mods…but with this latest update, the physics seem a bit off.
Arch’s physics are a totally different world, and even on a belt driven wheel as I have, it is noticeable the difference in detail and how the car seems much more like the real deal. But in almost every mod with arch physics, above 160/180 km/h, cars get too uncontrollable. Any slight weight transfer, even if the car is not coasting, it usually tends to oversteer uncontrollably….a bit unrealistically in my opinion :( .
I’m running latest csp
Most roadcars make lift, and these roadcars make more lift in the rear than the front. 180km/h is quite fast as far as tires go anyway; road tires aren't really rated for cornering at speeds like that. They're barely rated for rolling extended time at speeds like that.

EDIT: With tire speed ratings corresponding to the speed where characteristics become dramatically worsened or the tire just fails prematurely.

PS2s are Y rated tires, so the higher end of road tire ratings, and they are good for high-speed driving, but they do change with speed. IIRC off the top of my head 200km/h is about -5% absolute grip on my tires, but I could be thinking of total slip velocity and not rolling velocity.

For reference, Kunos tires have around -15%. My tires are less sensitive to speed due to some other effects being a bit more correct.
 
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Compared to 1.1 FFB now feels like some internal gain has been turned up to eleven. It's just wooden with no detail and It feels like it's clipping despite game saying it isn't. For example I can't feel hitting a curb while cornering because the FFB seems to be maxed out, despite the ffb thing in the pedals app saying it's less than 50%. Or there's some extreme damping effect that masks everything. This is at maybe 5Nm on a 25Nm wheelbase set to around 11Nm. CSP 0.2.3-preview211.
Maybe i'm doing something wrong but this is the only car like this and i can't figure out any other reason for it other than something in the physics or ffb tuning of the car itself.

The tyres also feel more like delicate race tyres that need the be hot to have any chance of working with basically no grip when cold, and not like good high performance street tires that grip well from pretty much anything above freezing, improve when warm, and then progressively deteriorate as they overheat. These are ok if I set temperature as high as it goes (36c) and use the (weirdly ineffective)tyre blankets so the tires start out at like 40c, and even then they need a lap or so on a hot track. On cold tyres or a cold track it does feel wildly unstable at higher speeds like someone above said.

Other than these weird issues it's still a nice car, but after spending hours trying different things I'll go back to 1.1 for now.
 
Compared to 1.1 FFB now feels like some internal gain has been turned up to eleven. It's just wooden with no detail and It feels like it's clipping despite game saying it isn't. For example I can't feel hitting a curb while cornering because the FFB seems to be maxed out, despite the ffb thing in the pedals app saying it's less than 50%. Or there's some extreme damping effect that masks everything. This is at maybe 5Nm on a 25Nm wheelbase set to around 11Nm. CSP 0.2.3-preview211.
Maybe i'm doing something wrong but this is the only car like this and i can't figure out any other reason for it other than something in the physics or ffb tuning of the car itself.

The tyres also feel more like delicate race tyres that need the be hot to have any chance of working with basically no grip when cold, and not like good high performance street tires that grip well from pretty much anything above freezing, improve when warm, and then progressively deteriorate as they overheat. These are ok if I set temperature as high as it goes (36c) and use the (weirdly ineffective)tyre blankets so the tires start out at like 40c, and even then they need a lap or so on a hot track. On cold tyres or a cold track it does feel wildly unstable at higher speeds like someone above said.

Other than these weird issues it's still a nice car, but after spending hours trying different things I'll go back to 1.1 for now.
1: Power steering simulation. If you have realfeel on in FFB FX it will use it.

2: The tire temperature curve is not incorrect.
 
Compared to 1.1 FFB now feels like some internal gain has been turned up to eleven. It's just wooden with no detail
No way - it's so much more communicative - I had my misgivings about the rear lift at speed as Arch has explained with road tyres but wooden...nope. You must not have your rig dialed in. I am using a Simucube 20Nm peak Mige, CSP v0.2.4 p1 & have real FFB forces turned on in CSP. I run the Simucube @90% and AC ffb gain @50%. The level of detail and subtle feedback from tyre friction, turning forces etc is fantastic.
 
No way - it's so much more communicative - I had my misgivings about the rear lift at speed as Arch has explained with road tyres but wooden...nope. You must not have your rig dialed in. I am using a Simucube 20Nm peak Mige, CSP v0.2.4 p1 & have real FFB forces turned on in CSP. I run the Simucube @90% and AC ffb gain @50%. The level of detail and subtle feedback from tyre friction, turning forces etc is fantastic.
The gain inside of the wheel driver (Not inside AC/CM, that doesn't matter for Realfeel) *must* be 100%, otherwise Realfeel won't be outputting accurate torques.

I suggest setting 100% driver gain and setting 45% AC gain. Alternatively, a worse solution, you could set Realfeel peak to be at 18Nm, but it won't make a lot of sense to do that.

If you have 50% driver gain and Realfeel claims to be making 10Nm, you most likely have an output of 5Nm. The PS in roadcars is quite soft so you don't want to make it even softer.

EDIT: Part of the "wooden" feel, apart from the PS, might be the (more accurate) stronger SAT and increased mechanical trail. Both were wrong in the old version of the 964. The new steering is more direct and has excellent returnability and self steering, but also has less steering effort dropoff at the limit due to the aforementioned factors.

There is likely *still* too much steering effort dropoff if some Porsche steering torque data is to go by, but the jury is still out on that one.
 
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Is there a way to have both versions in game? Is it just a matter of having them in different folder names?
I prefer 1.1 as 1.2 feels impossible to steer right now, but I also want to check if I can get better at it.
 
Actually, I was wrong on one aspect and agree with @rustypeugeot on the wooden aspect running over curbs - the steering feeback as wheel hits/rises over a curb is more distinct with CSP real-feel OFF, overall without changing my other ffb settings the intensity is dialled down a fraction with real-feel. The detail of ripple strips remains etc. (changed my driver to 100%, AC 50% and set max torque of real-feel to 20Nm.
 
Downloaded the mod's zip file directly using "install from a file..." on content manager. When the car was loaded up, the front wheels were spinning really weirdly that broke the physics of the game. Tried to delete and reinstall but had the same issue. Pretty new to using mods so not sure if I am doing something wrong as i haven't found any issues like this after a brief scan of some reviews/reports.
IM having the same issue too....anyone have a fix?
 
Actually, I was wrong on one aspect and agree with @rustypeugeot on the wooden aspect running over curbs - the steering feeback as wheel hits/rises over a curb is more distinct with CSP real-feel OFF, overall without changing my other ffb settings the intensity is dialled down a fraction with real-feel. The detail of ripple strips remains etc. (changed my driver to 100%, AC 50% and set max torque of real-feel to 20Nm.
Again, it has a powersteering simulation.

IM having the same issue too....anyone have a fix?

The mod requires CSP 0.2.0 at least; I suggest using 0.2.3 public as of 2024-05. I also suggest manually installing the mods just to be sure.

Is there a way to have both versions in game? Is it just a matter of having them in different folder names?
I prefer 1.1 as 1.2 feels impossible to steer right now, but I also want to check if I can get better at it.

Could you quantify what "impossible to steer" means?
 
I think it's similar to the oversteer above 160 kph that was mentioned earlier. I keep losing control, even in easy curves.

I want to keep 1.1 so the car remains playable for me until I overcome the skill barrier to control 1.2 (so also need 1.2 available to practice).
 
IM having the same issue too....anyone have a fix?
if you'd read 2 posts down the one you quote, i posted a tutorial video, start there i guess ;)

 

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