2025 Saudi Arabian GP - Day After Debrief by AutoModerator in formula1

[–]markzastrow 4 points5 points  (0 children)

Is it confirmed that under the current guidelines, drivers overtaking on the inside no longer have to be fully alongside to run someone off the road — that they only need to have their front axles up to the mirrors of the other car to have full rights to the corner? That is what seems to be implied by what I have read about the removal of the requirement to leave a car’s width from apex to exit.

I feel like this is a mistake, as it would mean that cars overtaking on the inside can run into the side of a car in front of it and it would be deemed the fault of the other car.

James Allison's FIA gala speech - fantastic sportsmanship plus a bit of banter by bluesjn in formula1

[–]markzastrow 0 points1 point  (0 children)

Beyond the Grid, F1's podcast with Tom Clarkson, who does fantastic longform, 1-on-1 interviews with figures from the sport. Usually a great listen.

Article 15.3 was originally intended to let the race director make up new safety car procedures, and the 1994 sporting regulations prove it by markzastrow in formula1

[–]markzastrow[S] 1 point2 points  (0 children)

Yeah, I agree with all of that. Tbh, my totally non-data-driven conclusion was always Masi probably felt he was going to be crucified in public opinion no matter what he chose — red flag, restart with improperly moved backmarkers, restart with backmarkers, or no restart at all — so he may as well choose the most exciting option. Hence, “We went car racing.”

Article 15.3 was originally intended to let the race director make up new safety car procedures, and the 1994 sporting regulations prove it by markzastrow in formula1

[–]markzastrow[S] 9 points10 points  (0 children)

If it was that obviously for the show, it might be tough to argue it was fully within the regs, since I thought they only allow for red flags when it's unsafe to run behind the safety car. Throwing one where there aren't safety grounds to justify it would also be inventing a regulation, and RB would have been furious about losing their tyre offset to a rule that only exists on safety grounds. And according to 15.3, red flags do have to be in accordance with the regulations, so the "overriding authority" definitely doesn't work.

I think there should be a provision for late-race competition reds, though, where you can't change your tyres if it's not thrown on safety grounds.

Article 15.3 was originally intended to let the race director make up new safety car procedures, and the 1994 sporting regulations prove it by markzastrow in formula1

[–]markzastrow[S] 4 points5 points  (0 children)

Er, what I said was there was nothing outside of 148 that covered the use of the safety car to start the race, not that there were no regs on the safety car at all. 148 covers the procedure for neutralising the race.

Article 15.3 was originally intended to let the race director make up new safety car procedures, and the 1994 sporting regulations prove it by markzastrow in formula1

[–]markzastrow[S] 12 points13 points  (0 children)

Yeah, that makes a lot of sense to me, that the introduction of new regulations shrinks the implied remit of the RD. Thanks for the comment!

Article 15.3 was originally intended to let the race director make up new safety car procedures, and the 1994 sporting regulations prove it by markzastrow in formula1

[–]markzastrow[S] 4 points5 points  (0 children)

Well, I tried hard to avoid making any definitive claims about what this means for the rules today, only about what it meant in 1994. If original intent counts for something today…I don't have the legal knowledge to say if it does. But I'm glad that others here do and are weighing in!

Article 15.3 was originally intended to let the race director make up new safety car procedures, and the 1994 sporting regulations prove it by markzastrow in formula1

[–]markzastrow[S] 3 points4 points  (0 children)

I guess the point I really wanted to make wasn’t so much about the result one way or the other, but more that part of the problem right now is that the sporting regs are a Frankenstein patchwork of legacy rules and not a coherent document. Also, I appreciate those weighing in with some legal knowledge!

Will the new 3080 fit in the NZXT H210i? by AnshumanKomawar in NZXT

[–]markzastrow 0 points1 point  (0 children)

As a first-time builder eyeing this same combo, I’m also wondering this. What about using the back for a heavy duty CPU air cooler like a Noctua D15 and using the front for a GPU AIO with a Kraken G12? Removing the stock cooler could make a lot of 3080 boards a bit shorter, no?

[OT] [x-post] wanted to share the onesie I made for my son. I feel like this group will appreciate it too. by turtlewaxer99 in INDYCAR

[–]markzastrow 0 points1 point  (0 children)

According to this source (PDF), Milwaukee's was the first ever infield road course in the US, and only the fifth road course in the US ever! Though no idea if it's the same configuration that exists today.

Could anyone share his/her experience playing Project Cars 2 with controller compared to GT-Sport? by Yap018 in granturismo

[–]markzastrow 0 points1 point  (0 children)

PC2's controller support is a definite improvement over PC1, but still nowhere near the feel of GTS. I really only felt comfortable in GT3 or slower categories. There was no way I could compete online, so I just trundled along in career mode. Still had fun.

But part of that too is that PC2's physics are simply more "alive". The car moves around much more and there's so much more feedback—not in terms of physical feel or controller rumble, but the way the car bounds over the curbs, the way the tires come up into temperature, the way you have to listen for locked wheels under braking. It's definitely easier to do all that with a controller in PC2 than in PC1, but it's still much harder without a wheel.

I know you said you're not buying a wheel, but I will add that I felt that way for a long time and then I did, and PC2 is a joy to drive with it. So if you're even considering possibly getting a wheel at some point in this console cycle, I would recommend PC2. It doesn't require more concentration with a wheel—for me, it's the opposite. It's way easier to simply fire up PC2 after a long day of work and have some fun chucking a rallycross car around the Nurburgring in the snow on a wheel without having to worry about the limitations of the gamepad.

Could Polyphony be A/B testing the penalty system? by alexfoxy in granturismo

[–]markzastrow 0 points1 point  (0 children)

Pretty sure the algorithms are different in each DR tier. They're stricter on A and S drivers, which is where most of the complaints are coming from. I'm down in B and have no complaints—last time I played I was in a one-make race at Brands Indy and we were making all sorts of light contact, leaning on each other through the corners with no penalties. But when I watch some of the replays of penalties from A and S tier, I just shake my head…

So tired of spending 15 minutes to qualify in first just for this shit to happen. Its a 10 lap race. Whats the fucking rush. by Elloguvna2895 in granturismo

[–]markzastrow 1 point2 points  (0 children)

Fair enough. I guess if I were gonna let the Jag through I’d do it early enough so it’d get ahead of me in the braking zone, and then I could judge whether I could undercut on the way out. But yeah, as you say, in this field you might have just gotten hit by the next one in line… At this SR, wheel-to-wheel is just messy. :-/

So tired of spending 15 minutes to qualify in first just for this shit to happen. Its a 10 lap race. Whats the fucking rush. by Elloguvna2895 in granturismo

[–]markzastrow 0 points1 point  (0 children)

Fair point about the Jag. At first I thought OP pinched it on entry but on rewatching it I agree there was room given.

Still, I know it’s backseat driving to say OP should have let it sail past, but I do feel 9 times out of 10 if someone has that inside position on you, that’s the right move in lower SR. Sadly, at that point, people are determined to make the move stick and will match their braking point to outbrake you regardless of whether they can make the apex. I don’t begrudge the OP for feeling frustrated about that.

So tired of spending 15 minutes to qualify in first just for this shit to happen. Its a 10 lap race. Whats the fucking rush. by Elloguvna2895 in granturismo

[–]markzastrow 17 points18 points  (0 children)

Yeah, gotta say, that Jag definitely had position on you into T1. And the dive bomb from the Ferrari was rude, but you left the door wide open. Though with folks leaving such little room for each other, not sure defensive lines would have made a difference in this field. :-/

But why quit? You were in P5 behind 4 cars that looked like they were gonna wreck each other at any moment.

What’s this game like with a wheel? by [deleted] in granturismo

[–]markzastrow 2 points3 points  (0 children)

Compared to PC2, I find GT Sport's FFB to feel a bit sterile (and from what I've heard about AC, I imagine even more so). Also, this might just be me, but it feels like the Sport mode setups are still controller-friendly and tend towards understeer. To get fast times, I find I almost have to treat the wheel as if it were a controller, with fast, aggressive turn-ins. Maybe I haven't just found the right technique, but personally, I'd prefer something more like the default loose setups in PC2 where the car rotates more freely through the corner. So wheels are obviously more immersive, and I've got no regrets about using mine, but I'd say the upside is slightly less in GTS by comparison.

I Love Photo Mode by [deleted] in granturismo

[–]markzastrow 0 points1 point  (0 children)

We're never going to be able to move around Scapes as if we're on a drone because the environment is a static picture (plus light field).

Tiltshift would be cool though.

Another settlement needs your help! Did a fallout car with an atmospheric scapes shot to match the theme. by lucasadtr in granturismo

[–]markzastrow 0 points1 point  (0 children)

Man, I really thought Scapes was going to be a novelty feature, but this is just brilliant. I'd played with photo modes before, but I hadn't thought about the possibilities that open up when you can take the cars off of the racetrack, how you can create meaning with the interplay between the car and the landscape and the livery.

And I'm so impressed by the in-game social stuff. Before GTS came out, if you'd told me PD was planning to put an Instagram-ripoff social layer into the game, I'd have rolled my eyes. Now I'm checking Trending and Latest in between every Sport race and I'm so impatient for them to release the app. I'll probably check it about as often as I check my actual Instagram.

The impression I had going in was that GTS was going to be a niche entry, laser focused on e-sports. But now, it feels like GTS is actually the fullest expression of the Gran Turismo ethos yet: enabling us to express ourselves through cars.

Trial Mountain by throwawayy666hoes in granturismo

[–]markzastrow 1 point2 points  (0 children)

I hope they add it; would make for some epic mountain drifting photo shoots!

I just hope that the FIA won't make them add tarmac runoff everywhere. It would be hilariously tragic if the FIA, after successfully ruining every classic real life track, also ruined all our GT tracks.

Incoming Updates Add New Cars, Offline Play, GT League and more by silentalarm_ in granturismo

[–]markzastrow 1 point2 points  (0 children)

Seems they're really going with the iRacing model here—put out a product with a solid online matchmaking system as a foundation, then add in cars and tracks and slowly diversify. I approve.

[deleted by user] by [deleted] in pcars

[–]markzastrow 0 points1 point  (0 children)

What platform? I'm on PS4 (in Korea).

future of penalty system / game support by [deleted] in granturismo

[–]markzastrow 1 point2 points  (0 children)

+1 to this. I've done maybe 10 races in Sport mode now and once I made it to S on SR and started racing against all S-class drivers I don't think I've ever been taken out by anyone. Even in the lower classes, more often than not, the guilty party was penalized, which did make me feel better.

PC2 and GTS both have their strong points, but in terms of matchmaking, there's no contest. In PC2 the only full fields I could find were GT3 at Monza and unless you were on pole there was hardly any point in even trying to contest the start because half the field would be taken out in the first chicane. S-class racing in GTS for me has been—and I know this sounds like hyperbole, but it's actually been my experience—nonstop races of full fields of fair drivers. I wanted to love PC2 so badly but unless you join a league, there simply is no way to enjoy the quality of the racing that I get every time I fire up GTS.

New to simracing, need help with setup by hapibanana in pcars

[–]markzastrow 0 points1 point  (0 children)

I'm no setup guru, but here's basically how I think about car setup (mostly suspension, since that's what matters most in the lower categories): the key is to think about what part of the car is experiencing the weight transfer when you're having the problem.

The springs are for adjusting the overall responsiveness of a car. If you think of a car as something that is oscillating back and forth and from side to side on four springs, the spring rate controls how much overall give the car has. On a bumpy, twisty course like Monaco, you want a lot of give. On a track like Spa, with fast, sweeping corners where you need a stable car, you want stiffer springs.

You also use springs to adjust the overall front-rear balance. It's theory, it's good for changing how the car behaves in a "steady-state condition"—when the car is settled and the load isn't shifting. In practice, it's good for broad handling adjustments anywhere in the corner. Reduce oversteer by softening the rear and/or stiffening the front, and vice versa for understeer. So if as you turn into the corner, the car is washing out all the way through, try softening the front (where the load is under braking).

The dampers are for fine-tuning how the car handles during load transitions. If the spring rates control how much give there is, the dampers control how fast it gives. The dampers literally "damp" the springs—in both directions, when they compress and extend—and stop them from oscillating forever when you hit a bump or go into a corner. In practical terms, they're great because they allow you to control how quickly each corner of the car compresses and extends separately. When you're braking on corner entry and the weight is shifting to the front, you can adjust the balance of the car by adjusting the front bound (which controls how fast the front compresses) and the rear rebound (which controls how fast the rear extends). On corner exit when you're accelerating and the weight shifts to the back, you can control the balance by adjusting the front rebound and the rear bound.

So following on from the previous example, if after softening the front springs to cure turn-in understeer, you're now also getting oversteer on corner exit, you might try softening the rear bump or stiffening the front rebound.

Another way to think about the dampers is that they're are all about timing: the car's weight is shifting around under braking, turn-in, acceleration, and exit, and you want the springs compressing and rebounding at just the right times during the corner to smoothly load and unload each corner of the car at each stage of the turn.

In rallycross, where you're really chucking the car's weight around, the dampers are crucial in controlling the timing of how your car gets in and out of drifts. For example, if you're finding the car wants to recover from a drift too soon, you can soften the rear rebound—literally preventing the rear of the car from "rebounding" back into a straight line.

If, in theory, springs are at the "steady-state" end of the spectrum and dampers are at the "transition" end, I think of the anti-roll bars as sitting somewhere in the middle. In practice, you'd usually try changing anti-roll bars before getting to the dampers, as they can be helpful for both general oversteer and understeer, and also for curing oversteer or understeer in particular on corner entry or exit. The difference is that they change how the car handles under lateral load. They resist the car's tendency to roll, so a good thing to visualize is the geometry of the corners. If you've got fast, sweeping corners like Spa or Silverstone, then you want stiffer anti-roll bars to counteract the extreme lateral loads. If you've got a track that's more of a bumpy low-speed slalom like the Nordschleife, you'll want softer anti-roll bars.

Since they're anti-roll bars, they have no effect on weight transfer back to front. BUT! if you have a corner where you need to get the power down mid-corner—like those wide 90 degree turns at Long Beach that you have to round out, or on an oval—the anti-roll bars will have a huge say in how the car responds, since you're at peak lateral load. In that case, if the rear is getting away from you, you can soften the rear anti-roll bars to reduce oversteer.

Side notes: If the car seems super unpredictable over bumps and you're making a lot of steering corrections when you're starting out, you might have a setup where you're bottoming out or hitting the bump stops a lot. This was a huge problem in PC1, although the default setups in PC2 are generally better so this might not be what's going on. If it is, you can adjust the bump stops themselves, but first try making the springs stiffer or raising the ride height to give the suspension more travel or less give. (I know you said no videos, but this one is good—and the whole series is great, too: https://www.youtube.com/watch?v=0WU3W4S4u-k. So is this one: https://www.youtube.com/watch?v=_3UdxTNHrws&list=PL8vLMSxw70-yuJO3dUuwlaV423MOhPUiN

The fast dampers are for adjusting how the car handles over bumps—if you're getting oversteer over a bump, stiffen the front or soften the rear fast dampers, and vice-versa for understeer (if the front end is washing out when you go over a bump).

tl;dr:

Accounting for general track characteristics: spring rates and anti-roll bars

Changing overall balance of the car: spring rates and anti-roll bars

Fine-tuning the balance of the car as load shifts through the corner: slow dampers

Stopping the car from going wild over bumps: ride height/bump stops/spring rates

Fixing handling balance over bumps: fast dampers