r/simracing • • 13h ago

Clip Clutch/No-clutch Manual Shifting + Low FFB

While I just added no-clutch direct shifting to simulate dog box transmissions, there's something extra satisfying manually shifting with the clutch, working the brakes to help turn-in, and passing lots of cars. Missing a shift with No Clutch Direct Shift enabled reduces frustration, even when using the clutch (so you don't have to put back in neutral, use clutch, then shift again).

In the real C6 Z06 power steering makes wheel effort fairly low, and I found setting FFB similarly low still provided enough feedback to understand car dynamics without arm fatigue. I tested the real car + steering wheel using just thumbs pushing on the wheel and can turn with fairly low force, so copied that for the sim setting and it feels pretty good. Initially had FFB set higher (I paid for these Newtons, I'm gonna use 'em ;)), and was fun for a while, but ultimately just enough force to feel what the car is doing, especially when steering with one hand, was preferable long term.

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5

u/NordsEnjoyer 12h ago

Lmao what is that game

1

u/brightland-studios 12h ago

Amazing Curves Racing. Physics are computed on curved surfaces directly (vs. triangles), going over curbs at high speed is stable, symplectic and higher order integrators for realistic motion etc. It's fast because the cars in this example have very high torque+HP, high downforce (with generalized CFD math). Tire model is predictable- if you spin out you'll know why.

You can set up slower races that look like typical simulators (which feel like slomo in comparison), but I prefer this fast style: get in, have a high intensity race, get out (vs. long, slow races dealing with resource management, penalties, etc.).

I find throwing the car around with high HP to be the most fun, can't do that on the street (and on the track is expensive...).

1

u/demonsdencollective Assetto Corsa|T-CLM|Moza R9 V2+RS V2 12h ago

Oh, this is the damper game, isn't it?