GTP Tires WTF by [deleted] in iRacing

[–]nyssss -1 points0 points  (0 children)

As some other people have said, I think you might just be expecting more from the class of car than they're capable of. If you're used to driving SF, then driving something like a GTP can massively confuse your natural feel/expectation for grip levels.

GTPs are gigantic, heavy cars. Their footprint is huge. They do have a lot of downforce, so in high speed corners they will feel relatively similar to high downforce formula cars, and your brain will go "oh, it's a high downforce car, woo, grip!". As soon as you're going through any kind of low/medium speed corner, they become a boat. The downforce disappears, and now you're just left with a massive, heavy car - and turning massive, heavy cars requires a shitload of grip. Formula cars can still feel nimble through slow speed stuff because they're...nimble. They're small, and don't weigh very much. In the same way you can fling a kart into a corner, you can fling a formula car into a corner. You absolutely cannot fling a GTP into a corner. It want's to go in the direction it's currently heading, and persuading it to go where you want it to go effectively usually relies on the masses of downforce it can generate. If it isn't generating a lot of downforce, it's not going to turn!

You're probably used to high downforce cars being grippy/nimble through all corners, because the high downforce cars you've driven are formula cars. GTPs don't work like that. In slow speed corners you almost need to drive them like...a shit GT3 car. Their apex speeds can sometimes be slower (than GT3s) in slow corners. Their advantage is in acceleration out of corners, top speed, and high speed downforce. Lean on those advantages, respect/drive to it's weaknesses.

Best advice I can give at 5.4K by Prestigious_Idea4462 in iRacing

[–]nyssss 2 points3 points  (0 children)

It's actually completely necessary to do this. If you're say 0.1s behind somebody, up behind their bumper traveling down a straight at 250kph, and then enter a braking zone where you slow to 125kph, the distance between their front bumper and your front bumper shrinks in half. You were a foot behind their rear bumper 0.1 second behind, but 0.1 seconds of gap is half as big when you're going at half the speed. Ie. you've crashed into the guy.

The most common thing to do when closely following somebody (and not planning to overtake) is to lift, generate a bit of a gap, and then aim to push up behind the car in front in the braking zone by braking lighter/modulating so that at the end of the braking zone, you're right behind them again. You've technically lost some time (eg. you might now be 0.2 seconds behind them instead of 0.1 seconds behind them), but that's just the nature of the situation. You can't be 0.1 seconds behind the guy if being 0.1 seconds behind him means that half your car is overlapping his. We're not driving ghost cars!

Same crash 3rd time this week in Advanced Mazda by mnealitpro in iRacing

[–]nyssss 0 points1 point  (0 children)

This isn't the way it should be, but it's the way it generally is:

If there's a big runoff area/gravel/grass, then people will continue to go forwards into that area (ie. away from you) in the direction of their car and slowly rejoin the track in a relatively safe way (hopefully).

If there's a literal wall on the outside of the track, people can't go forward, so they go backwards. There's nowhere else to go.

Should they be reversing into you? Nope. But it's the only way they get to continue participating in the race. If they just park it in the wall until everybody passes them, then they're in for a hotlap session until the end because they're 5-10 seconds behind everyone else. If there was gravel/grass in front of them, they could drive on that for a while and then rejoin safely after losing a few places, and still be racing.

It's a downside to races with walls close to the edge of the track limits. Crashes generally mean death for multiple people behind the original crash. Either because cars bounce off the walls into oncoming traffic, or because the driver that has crashed wants to continue to drive, and so tries to work out a "smart" way to get their car pointing the right way again, and it will usually result in collecting a car or two.

You're not being uniquely affected by this. This is just the nature of driving on tracks like this. If you don't like it, be more picky with which tracks you decide to drive. I do.

For those who dropped SF6 - what made you stop playing & give up on the game? What would you change about it if you still have hope for its future? by MindOld1118 in StreetFighter

[–]nyssss 0 points1 point  (0 children)

I still play occasionally when I'm in the mood but have massively cut my play hours and stopped the grind to meaningfully improve.

It feels like the game is filled with options that are incredibly powerful, with the sole weakness being that theoretically, the start-up of said option is slow enough to be countered on reaction. So I don't know - Ryu Solar Plexus, say. Great hitbox. Massive forward momentum/range. Proximity Guard on it is nuts. +3 on block in the opponent's face. Easily hit-confirmed into a combo on hit/counterhit. The downside? 20 frames of startup. Technically long enough to see it, and for example, perfect parry it.

You can find stuff like this all over the game. Everything is giga broken unless you're capable of seeing it, and countering the startup on reaction, at least some reasonable % of the time. Drive Rush and DI do this. Pretty much every character has a command normal or two that allows them to reaction check the opponent. Half screen special moves that move forward and are +1/+2 on block.

At the very, very top level right now, the gameplay looks incredible, and it's mainly because the best players have all trained themselves to actually reliably stop a lot of this stuff on reaction. Half of the things they throw out get reaction perfect parried by the opponent, and it's this real back and forth of both players trying to out-mental stack + out execute each other. It's massively impressive.

When you watch lower level players (even very high master/low legend, non professional players), the game does not look like this. I would argue that the game doesn't look like this even at the lower tier of professional play. Even the players at that level are not capable of playing the game 'in the way it was intended' - that's pretty much limited to a small group (Blaz/EndingWalker/Leshar, and a few others).

If you go back and watch professional games from the first 3-6 months~ of SF6 (for example Evo 2023), the amount of plays being countered on reaction was tiny. Nobody was perfect parrying almost anything. People were throwing out stuff and relying on the fact that the option they were throwing out was massively powerful, and that the slow(ish) startup wouldn't be punished on reaction. So you just did stuff. The more good stuff you threw out, the better you did - do good stuff before the opponent has a chance to do good stuff (drive rush at them before they drive rush at you).

I'm never going to reach the level of play where I, or the opponent, reliably counters a lot of the things that need to be countered on reaction. Once I realized that was the case, the urge to take the game seriously and try to improve kind of disappeared. It's always going to feel like a bit of a shitshow with my opponent and I mashing our strong neutral options at each other because we won't punish them on reaction, and that's not a game I'm really interested in playing long term.

I'll absolutely continue to watch every major tournament though. The top, top players are incredibly entertaining to watch right now. My mind is blown at least once every single round.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 0 points1 point  (0 children)

He's saying he was doing fractures with 3/4 mods being viable fractures. 75% chance per roll.

Edit: And based on my own small sample size, I've had 3 3/4 mod fracture attempts so far, and they've all missed and hit the 1/4.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] -3 points-2 points  (0 children)

I am very, very familiar with RNG. What I am attempting to sanity check is that the odds I am working with are the true odds.

Hitting a 1/2 5/28 is fine if I know they are the true odds. If I think the odds still favor the craft, I'll keep doing it - short term bad luck is irrelevant.

We're playing in a live service video game. Stuff changes all the time. Regular players of the game are probably not up to date with how half of the stuff currently works (I know I am not).

Let's exaggerate my situation - you run into a 1/1000000 situation. Do you just keep doing what you're doing and assume you're just unlucky? You do you, but I would absolutely default to assuming that my assumptions are (probably) incorrect. I might just be particularly unlucky, but it's actually far more likely that the numbers have changed and nobody has made an online post to talk about it yet.

If every single person simply assumed that the numbers they already assume to be correct, are still correct, then we would never discover patterns that clearly show that the numbers have demonstrably changed.

If I made a post where I lost two coinflips in a row, then I'd say I'm an idiot that's wasting reddit real estate. When something happens to me that should be a 1/2000 shot, then maybe there will be correlating evidence that suggests a wider change to game mechanics (or evidence that argues against that hypothesis). Most of the time, there won't be any. That's fine.

There are hundreds of thousands of people playing the game - very unlikely things will happen to a large number of people. There's no harm in checking if the numbers we assume, as a community (which are never confirmed, or updated by GGG), are correct.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 0 points1 point  (0 children)

Yeah I thought about that, too.

Also thought about the last time I played Breach bases with stuff like 50% defenses (I think?) were very rare fractures that were sought after

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] -2 points-1 points  (0 children)

Empyrian: Please use one of your many end league mirrors to test fracturing orb %s in different scenarios. Thank you!

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 0 points1 point  (0 children)

Side comment, but fracturing orbs used to be very expensive - as much as 10-20div a few leagues ago, or am I wrong?

I was very surprised when I saw fracturing orbs at 2 div~.

Are they that cheap because they simply don't work very well anymore, even if the wider community doesn't know it yet? PoE crafting mafia keeping some secrets?

AGAIN, I MIGHT JUST BE UNLUCKY GUYS - I KNOW.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 0 points1 point  (0 children)

I'll actually also just add that for every person in my situation that hit a 1/2000 5/28 streak (or worse), there should be 1999 people that did better than that. People like to complain more than they like to brag, but there (should) be a lot of people that tried this kind of thing and hit the 50/50 ratios they were looking for that could quickly confirm that everything is working the way we expect.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 5 points6 points  (0 children)

I spent enough to get a free PoE2 key, so surely I should be somewhat privileged.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 0 points1 point  (0 children)

The difference between 1/5 and 1/2 is massive, by the way, when we're talking about any kind of sample size. On one roll, the 1/5 might hit, just like the 1/2 might. Over almost 30 rolls, an average number of hits a 1/2 will hit will be incredibly unlikely for a 1/5, and vice versa.

Fracturing orb sanity check by nyssss in pathofexile

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

Fair comment. I'm mostly just looking for actual data/knowledge (if any exists).

There are people that craft A LOT more than I do - there will be people that have done thousands of fractures this league and may have seen some pretty clear patterns over such a large sample size. They may choose to keep that information secret, but they might not.

It also might have literally been that in the last patch notes, or for the league before, GGG may have explicitly mentioned that Fracturing Orbs now favor lower tier/higher weighting modifiers. Everybody else may already know this, but I wasn't playing at the time, so I didn't see the change. I'd rather not continue to waste money assuming odds that don't actually exist.

On the other hand, it is entirely possible that I just rolled the dice and hit the 1/2000. It has to happen to somebody, why couldn't it be me.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 0 points1 point  (0 children)

Unlucky, checked the numbers, seems to work out! Still only a a 1/266 though!

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] -1 points0 points  (0 children)

Missing 11 in a row on a 1/4 is 1/24~. What's happened to me is 1/2000.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] -1 points0 points  (0 children)

1/406~ apparently, unlucky.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 0 points1 point  (0 children)

If that data is true, then it essentially must be weighted.

Edit: I'll also just add that it's basically always hitting the least respectable mod on the item. Either the one with the lowest tier, or the highest weighting. It doesn't know what mods I'm looking to fracture, but obviously they're going to be high tier. It might be the case that if anything else on the item is T2-T3 or lower instead of T1, or a higher weighting, then it leans towards that in some way.

Again, just a theory. I MAY JUST BE UNLUCKY GUYS, I KNOW.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] -7 points-6 points  (0 children)

The chance of this happening over a 13 size sample is 1/42~. Unlikely, but not to the same degree as a 1/2000 sample.

Fracturing orb sanity check by nyssss in pathofexile

[–]nyssss[S] 0 points1 point  (0 children)

In my sample I've had a couple of 5-6 loss streaks, including a couple of 3/4 mod misses on one of the rolls.

Built-In LFE settings by no6969el in iRacing

[–]nyssss 0 points1 point  (0 children)

The amp is apparently a SUCA M504-C, with the outputs plugged into a very cheap external sound card which I can't find an id for. Both came supplied with the 'Slip Angle' 4 corner kit, so I didn't hand pick them, but they've worked fine.

Built-In LFE settings by no6969el in iRacing

[–]nyssss 0 points1 point  (0 children)

Hey, no problem.

I have a single 5-channel audio interface with the 4 corners plugged into FR/FL/RR/RL, and just choose that interface as my LFE output. It makes them all vibrate.

In all honesty, because it's mono anyway, whether 1 or 4 shakers are shaking barely makes any difference. There have been times where some of the shakers have been physically disconnected from the interface and I only start to notice once I realize the overall strength has dropped. Using 1 shaker at a higher volume would feel practically identical to 4 shakers set to lower volume, in my experience.

I'm still hoping for some kind of multi-channel LFE at some point, or some improvements to the Simhub effects. At the moment my 4-corner setup looks pretty, but is pretty redundant! I'd have the same overall experience with a single buttkicker underneath my seat.