The 'OK' Kart Class is Underselling itself a bit. 40hp rear brake mental beasts! Will be in AMS mod!

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Use headphones for best audio comparison. Tires and steering wheel in the game footage are from a replay. They never fully represent what the physics and my actual steering wheel were doing, but they're not super far off.
I wasn't aware of this ~40hp rear brake only class, so I'm trying to add this engine to the kart mod I'm working on. This is so quick it is mental!
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Too much steering lock needed for rotation, and not enough spikes coming through the wheel.
Also force feedback has an issue as it directly translates rack forces rather than just simulating the movement of the pinion on top of the rack and translating that into directional movement with amplitude to force feedback signals. Which would delete the whole issue of having forces push in on an imaginary center and thus causing oscillation, because the forces playing out against each other from the left front and right front though the rack should play out at a physics tick rate and not a force feedback tick rate with mechanical delay between actual rotation of the wheel and what a position sensor picks up as change (aka the feedback loop).
This has been a pet peeve of mine for as long as force feedback existed.

I hope you get what I am saying, Niels, and where I am trying to go with it.
Because if you simulate the pinion as a force feedback source, you can run much higher forces on the wheels and properly simulate the Ackermann forces of these karts without overwhelming the force feedback system itself.

LogiForce
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So overall performance seems close but as some of you pointed out, the real karts tend to require less steering and are often neutral with the wheel pointing straight. I tend to need a bit of steering to get a neutral balance. This can be 'fixed', by adjusting roll stiffness or rear grip, BUT in my hands it then starts to feel too twitchy and tricky to drive. It becomes very easy to slide too much. The real karts seem 'happy' and 'stable' at this slight oversteer, and I need a bit of steering lock to arrive at that subjective feel of stability and hapiness.
I could upload a video where the steering is more oversteery but it would be a lot harder and possibly (subjectively) less realistic to drive on other fronts.
Perhaps at some point we can get to the bottom of this. Kart Racing Pro always understeers, more so than my karts. KartKraft can oversteer more, but it might be skill, I'm not happy when it is setup for this. It doesn't seem to stabilize (in my hands) in this neutral state, just like my karts aren't nice anymore when I dial in more oversteer.
Perhaps there is some fundamental 'kart thing' missing in the sims, perhaps its just the lack of arse feedback, I'm not sure. I'm simply more consistent and faster when there is a bit of steering lock required to get to neutral 4 wheel sliding.

NielsHeusinkveld
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I have no idea how Niels has time to do this and run a business 🤷🏻‍♂️

AdastraRecordings
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I'd love to love AMS1, but i get weird corrupted FFB signal to my SC2, like sudden erratic strong rattling impulses that have nothing to do with any kind of possible normal driving information. Like a 100% full strength overlaid square wave frequency with a constant frequency of around 200 - 300 Hz. While working properly (without that rattle) the wheel behaves notchy/clanky around center. With all my other sims the SC2 just works flawless. Is it possible that AMS1 needs some ini.fixes before being compatible with the SC2?

myweirdtaste
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Yes please!! OK karts are probably the best class in all Motorsport

paulog
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the graphic look better on the left one

leenux
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It is a shopping cart with an engine bolted on

pauladams
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Nice! The real counterpart is oversteering significantly more as it’s almost always in opposite lock condition. Maybe is depending on setup or driving style, but rear slip seems higher overall.

Avoletta-qsnf