You are quite right that it's a great track when you are in the zone. I got completely absorbed at Daytona in VR last night. The day night transition (accelerated for a half hour race in my car) and the large multiclass grid. Just amazing.
Great video and by all means you need to get to the Rolex 24 to really appreciate what these cars are capable of doing. I've been going off and on since 1985 and nothing has been more helpful in understanding what a spectator sees than the development of our sim racing software and hardware over the last twenty years, culminating in the latest AMS2, AC, and ACC. So Thanks for your work!
Thanks so much Steel!!! So pumped for this race and I hope the modders make the 2022 IMSA skins some time soon. With the AMS2 graphics, day/night transition, and handling update it will be the IMSA immersion king if we can get the skins! Can't wait to try your setup!
i like the 24 minutes of idea, i also know that raceroom racing exporeince sometimes organises the 2.4 hours, so if you have some more spare time on you hands lol
Great video, one question if i may.In suspension on my game i dont have nm values im just seeing numbers for rebound and spring rate etc like 1-8 1-11 etc, is there a setting ingame i ned to change? Nevermind i found it in gameplay settings, in all my time with AMS2 i never saw that setting.
why are my numbers coming up different on most things? for example spring rate for me i can only get 282 not 280?! its also happening to most of the other settings
I rather increase preload, not decrease it. More preload adds understeer similar to lower coast diff angles and the first reason I hate most GT3 cars in rF2. There are no preload settings, but a ridiculous amount of off-throttle oversteer, so not enough locking and no option to fix it. In real GT3-cars the preload is the only diff-setup that can be made without dismantling the hole thing (several hours of work) and it's just the Nm you push on the screw that holds the two pieces together. I also would reduce rear slow damper/rebound rather than the fast ones. Fast dampers are for bumps and slow dampers for lateral weight transfer. Before lowering it it's wiser to reduce rake simular to ACC and lower the rear. Less aero drag, less oversteer but better diffuser downforce. I've not downloaded and tested the quickest GT3 setups for Daytona, but for the DPi and there are some other tricks to gain speed with low camber and higher front tyre pressures.
Lowering preload a bit can indeed create understeer. Here, its up to the driver to recognize the circumstances when the diff will bog the car down and straighten the car up, as opposed to too much pre and then balancing power oversteer. Its bad on tires, and in changing track conditions, can be difficult. Balancing oversteer on throttle is quicker, but in a long term low downforce setup as is required by Daytona, the rears can easily burn up, leading to mistakes. Tire preservation on this one, not single lap pace. I drove 10 laps here and this build will last well longer than that. Reducing rear slow bump and rebound would cornering agility via the chassis. I wasn't looking for that. I wanted to keep the porsche cornering as is. Allowing the driver to feather the brake and wheel to keep that agility in tact. I was looking for traction on power, which is one of the things that HS does. And there are bumps in very important traction zones such as T7. I also reduced rear ride height, just didn't mention it. :) As you know, aero covers up mechanical flaws. If AMS2's aero was as powerful as ACCs is, im sure the setups in AMS2 would follow the same philosophy as well. I'll give you one guess as to whether I could come up with a killer one lap pace setup, simply not the point here...
@@Steelcast27 I haven't tried GT3 yet around Daytona. The DPi is pretty loose with lowest aero and needs some more tricks to keep the tail in check. Since I struggled with my setup to get the lap times needed to compete, I've downloaded one and after some tweaks to make it durable it's now a powerful race setup. In the beta-race yesterday I did my fastest 1:35 in the 8th and last lap, 2 sec off the wr. But two guys could do similar times with more downforce, so it's not a cheat, but my setup does 312 km/h top speed. 8 or 10 more than just lowering aero to 1 with the same cooling. The guy behind me couldn't even keep up in the draft and the good thing about topspeed is: doesn't depend on tyre wear and always wins on the straights.
312 is cooking. Im a fan of top speed. Its defensive and offensive. Keep an eye out for wear and rear tire temps though. It could get tricky especially in changing conditions (day/night). We haven’t tapped into the true potential with the DPi yet either. It could be the best car in sim racing imo.
You are quite right that it's a great track when you are in the zone. I got completely absorbed at Daytona in VR last night. The day night transition (accelerated for a half hour race in my car) and the large multiclass grid. Just amazing.
Duuuuuuude!! That livery is amazing
Thanks Mike! Courtesy of BigRigNZ.
@@Steelcast27 it’s outstanding, as is this video. Keep up the great work, friend!
Love it. No other sim is close.
Great video and by all means you need to get to the Rolex 24 to really appreciate what these cars are capable of doing. I've been going off and on since 1985 and nothing has been more helpful in understanding what a spectator sees than the development of our sim racing software and hardware over the last twenty years, culminating in the latest AMS2, AC, and ACC. So Thanks for your work!
Theres max verstappen and max editinskilz
Outstanding drive and informative commentary with tyre temp and setup reveals....
Nice one Steel. You looked like you enjoyed that!
I did. It felt like no two laps were the same with the changing track temps and tires. When the first DPi flew past that was peak sim racing imo.
Yet another awesome video. Dude you are an inspirations to us all!!!!
Thanks Naka!
@@Steelcast27 Man, I thank you for all your amazing work.
I ran this tonight and what really stood was the ffb on this track, my god AMS 2 ffb really is too tier now.
Nice paint job.
Thanks so much Steel!!! So pumped for this race and I hope the modders make the 2022 IMSA skins some time soon. With the AMS2 graphics, day/night transition, and handling update it will be the IMSA immersion king if we can get the skins! Can't wait to try your setup!
Thanks TR!
@@Steelcast27 u da man Steel!! Have a great weekend and hope u can watch and enjoy the race!!
Tom, I really like the flashpoint paint! 💪😎 To bad we live and race in different timezones.
Thats it! Im packing my bags! Auf Gehts!
i like the 24 minutes of idea, i also know that raceroom racing exporeince sometimes organises the 2.4 hours, so if you have some more spare time on you hands lol
I don’t 24 mins is a stretch…
Great video, one question if i may.In suspension on my game i dont have nm values im just seeing numbers for rebound and spring rate etc like 1-8 1-11 etc, is there a setting ingame i ned to change? Nevermind i found it in gameplay settings, in all my time with AMS2 i never saw that setting.
Its in the display options. “Rates” instead of increments.
why are my numbers coming up different on most things? for example spring rate for me i can only get 282 not 280?! its also happening to most of the other settings
ah, recorded in public beta. just a glimpse of the new setup package for the GT3R. If you can get close with live, it should be fine.
I really like AMB2, I have the most fun with it.
What was Ai setting?
120/95. The AI isn't fast enough in a straight line. The setup isn't *that* good. lol
I rather increase preload, not decrease it. More preload adds understeer similar to lower coast diff angles and the first reason I hate most GT3 cars in rF2. There are no preload settings, but a ridiculous amount of off-throttle oversteer, so not enough locking and no option to fix it. In real GT3-cars the preload is the only diff-setup that can be made without dismantling the hole thing (several hours of work) and it's just the Nm you push on the screw that holds the two pieces together. I also would reduce rear slow damper/rebound rather than the fast ones. Fast dampers are for bumps and slow dampers for lateral weight transfer. Before lowering it it's wiser to reduce rake simular to ACC and lower the rear. Less aero drag, less oversteer but better diffuser downforce. I've not downloaded and tested the quickest GT3 setups for Daytona, but for the DPi and there are some other tricks to gain speed with low camber and higher front tyre pressures.
Lowering preload a bit can indeed create understeer. Here, its up to the driver to recognize the circumstances when the diff will bog the car down and straighten the car up, as opposed to too much pre and then balancing power oversteer. Its bad on tires, and in changing track conditions, can be difficult.
Balancing oversteer on throttle is quicker, but in a long term low downforce setup as is required by Daytona, the rears can easily burn up, leading to mistakes. Tire preservation on this one, not single lap pace. I drove 10 laps here and this build will last well longer than that.
Reducing rear slow bump and rebound would cornering agility via the chassis. I wasn't looking for that. I wanted to keep the porsche cornering as is. Allowing the driver to feather the brake and wheel to keep that agility in tact. I was looking for traction on power, which is one of the things that HS does. And there are bumps in very important traction zones such as T7.
I also reduced rear ride height, just didn't mention it. :)
As you know, aero covers up mechanical flaws. If AMS2's aero was as powerful as ACCs is, im sure the setups in AMS2 would follow the same philosophy as well.
I'll give you one guess as to whether I could come up with a killer one lap pace setup, simply not the point here...
@@Steelcast27 I haven't tried GT3 yet around Daytona. The DPi is pretty loose with lowest aero and needs some more tricks to keep the tail in check. Since I struggled with my setup to get the lap times needed to compete, I've downloaded one and after some tweaks to make it durable it's now a powerful race setup. In the beta-race yesterday I did my fastest 1:35 in the 8th and last lap, 2 sec off the wr. But two guys could do similar times with more downforce, so it's not a cheat, but my setup does 312 km/h top speed. 8 or 10 more than just lowering aero to 1 with the same cooling. The guy behind me couldn't even keep up in the draft and the good thing about topspeed is: doesn't depend on tyre wear and always wins on the straights.
312 is cooking. Im a fan of top speed. Its defensive and offensive. Keep an eye out for wear and rear tire temps though. It could get tricky especially in changing conditions (day/night). We haven’t tapped into the true potential with the DPi yet either. It could be the best car in sim racing imo.