They stream on Twitch under Team Quadrant, Super GT, Aarava and FNG, but they are mostly known as YT videos.
Yeah, I do not like the old name, so I made a new account.
They stream on Twitch under Team Quadrant, Super GT, Aarava and FNG, but they are mostly known as YT videos.
Yeah, I do not like the old name, so I made a new account.
Ah ok, I understand. They mean stuff to watch and read as opposed to developing games and stuff.
Also, hoodies.
Plug for Alan Dove’s hoodies. His designs are approved and recommended by Mrs. Callan who normally chooses to not comment on karting accoutrements. 10/10.
Someday do a sim one, Alan.
Thanks for the plug indeed. Much appreciated
Jumped on yesterday afternoon for the first time in a while during the kiddo’s nap time and got to try out Whilton Mill and an online session at GKCV.
Whilton is quite fun with good curbs to launch. I couldn’t tell if I forgot how to drive or if the physics had changed again. Still struggling with the over-rotation issue I’ve always had, so I literally took all the caster out, moved the seat fully back and fully down, and took out the front torsion bar and that was really the only way the kart was drivable for me. Still an odd oversteer moment every now and then, but better. So if anyone else struggles with that, the seat position fully back and down both made noticeable differences for the better, the caster was a small difference, and then the torsion bar out was a big difference again.
The online mode is obviously pretty shallow right now with just a 15 min open lobby lapping session, with no communication (as far as I could tell) to other players, no setup changes, and ghosting instead of collisions. But it was kind of fun to rip laps with other people for a while. I think I ended P2 in my session, about 0.2 off the fastest lap.
Not much re-playability for me, but I might jump back on to try and improve my Whilton time. It’s just a bit frustrating to grind out laps and feel like you’re on a hot one, and the kart just seemingly randomly oversteers on you with no way to catch it or anticipate it. Kind of sucks the fun out of the experience. I feel like they need to add in some simulated forces to make the driving feel a bit more natural.
Wish I could fix this for you. I just don’t get oversteer, ever.
The line between snap and not is thin but it’s manageable. Are you able to identify when you are losing it? Is it under braking that you spin?
Always mid-corner/exit, at max load. Feels like the inside rear wheel lifts up and doesn’t set back down again, and as soon as the tire gets fully loaded, it turns into jelly and just gives up and doesn’t recover. Almost like the outside rear is driving through marbles. It just feels unnatural. It feels almost like a powerslide, but it happens even if I’m off-throttle. It’s like if you push the tire over its load limit, the game doesn’t know how to process that force.
If it were a natural feeling, I think I could drive around it or tune it out, but it feels super unnatural. Ends up with me having to white knuckle the wheel so hard and hold the kart so still always that I can’t drive relaxed. And I’m always worried about turning the wheel too much or it’ll overload. And I feel like I always have to delay my throttle input. My best laps aren’t when I feel I drive the best, they’re when I hit the lottery and make it a lap without the kart doing something weird.
I saw someone make a comment with the exact same sentiments the other day on reddit or somewhere, so I’m glad it isn’t only me feeling this.
That being said, I still reiterate that at 90%, this game feels pretty dang close to a real kart. But going for that last 1% is where it starts to get wonky.
I think I drive to load as opposed to grip in KK if that makes any sense. There’s a moment where the load spills over and the kart snaps. You have to release brake before it runs away from you.
Grip is hard to lose. To set rear free I have to lift, brake. You can get rear loose with lift off alone sometimes but rarely.
Braking allows you to rotate the back and find the set. The rear is super glued down, in general.
I am moving seat forwards incrementally. Currently 10%.
Sim racing in a nutshell. I think the simplicity of a kart really adds to the complexity of trying to simulate it oddly enough. Chassis flex and all that is really odd and you can’t hide from it as easily as you can with other sims (most fudge the numbers to get cars feeling OK). Then again, iRacing has never felt right to me at all
I agree. iRacing does feel a bit floaty and wonky to me most of the time, with the limit being a bit blurry. I enjoy it still, but it isn’t as natural feeling. Conversely, Assetto Corsa feels really natural and good while still be realistic. I much prefer driving in AC. I could pound laps in that all day.
Yeah same. In KK the rear feels totally planted, until it isn’t. The tires feel wooden until all of sudden they’re made of bubblegum at a certain load point, and then the rear tires turn to jelly. I take all that front end and weight jacking out to make the kart drive comfortably, but then the rear is especially stuck. The only way to be fast and consistent in this game is to run minimal front grip and turn the kart with the brakes, which doesn’t feel correct to me. I think as Alan said, simulating the feeling of chassis flex is really difficult, and that’s part of what I’m feeling. They need to pipe in secondary effects to simulate the realistic “feeling” of the kart rather than just relying on the pure real-world physics numbers.
I am finding the ka100 to be a grip monster. It’s a really interesting engine in that the power band is so inscrutable. You never can tell by ear, wether you have topped out. So, gearing is odd.
There is a difference between hot and cold tires. I have found that as tires heat up, kart stands on its toes. Less glued down and more on rails.
Distinctly different feel. Have you played with pressures?
I’ve played with everything. Cold and hot tires, from 10-17 psi hot. The kart definitely gets better on warm tires, but the problem still exists.
Hmm. Maybe this is why I make the big moves with hands. I am breaking g grip intentionally.
Have you tried doing it wrong?
Try .1 scrub radius
10 longitudinal
30 vertical
14 caster
Low
Flat
9-66 for general farting around. Start with tires at 9.
Ka100
Yeah, that’s how I drive all the time, the “wrong” way. I get the kart set up to be fairly understeery and flat, and just chirp brakes on entry to induce rotation rather than relying on the actual front end to turn the kart. Because like I said, the front feels like wood until it suddenly rips you around.
If I drive that way, you’re right, I can induce a set and keep the kart fairly stable if I don’t make any sudden movements. It’s just very inconsistent and hard to tell when that rotation/set will start, so if I have to make any corrections at all, it feels like the over-rotation thing starts.
I can try your set but I already know it’s going to be worse for me, because I had to go even further extreme to get it to stay somewhat stable for me.
I haven’t touched front width.
I’m at:
0 longitudinal seat position
0 vertical
11 caster
Front ride height high
No torsion bar
What kart are you driving? I’ve found the Praga/OK1/Formula K to be the most livable for me for a long time so that’s what I’m using.
Formula K.
I have been moving seat forwards. Adding the .1scrub made the kart feel better once tires up to temp.
It makes no sense but seems to make a difference.
Better in what way? Maybe I need to try some wackadoo stuff.
The front ride height high felt like it took a bunch of front out of the kart too.
Interesting, I talked with IRL drivers (GT4/3 and various openwheelers) they would prefer iRacing. Assetto felt just too limited in its feeling, like it felt computerized and not natural. And it shows when you use a dynamic simrig, AC is just meh
This is what I’ve ended up with too. I just can’t get the kart predictable enough to enjoy it.
Just getting back into iracing, it feels considerably less like ice racing than it did in 2008.
I think the feeling goes both ways and probably a lot of it depends on your rig setup. I’ve also heard IRL GT drivers complain about iRacing’s handling model too. I’m sure it’s a debate that could go on and on either way.
I’m playing on a fairly low-end setup. Just a Fanatec load cell pedal kit and a G920 wheel. So maybe I’m not getting everything I need from what each can offer.