Originally Posted by Zippy476
I'm not saying that I'm great or anything it just seemed like it had a lot of grip and was super easy to control. I have the C6R and gave it a go, seems pretty stable so I wonder if GTR2 and rFactor just exaggerate things a bit.
A couple of questions though, what should my wheel settings and FF game settings be? How do you turn off the anti stall clutch? How do you rev blip, seems I have to push forward on the shifter (sequential) then blip the throttle in order for it to drop into gear, is it just a timing thing that will come eventually or is there something in my setup that is doing it?
You cant turn off the anti stall at the moment, they're going to update it at some point so you will be able to, not that its a huge issue really, I'd rather have the new tyre model than that for example.
There is a full transmission model simulated, so in the MX-5 you should be using the H shifter and using the clutch on each shift. You can try and revmatch on the downshifts but it takes a bit of getting used to. As for the rest of the cars, here's the list
of what to do and what each car uses (scroll down to the Transmission and Shifting Model section).
You picked up on why the Mazda feels so grippy, its a light car on good tyres - you're also not ever going that fast. Quite a lot of other sims don't get the high speed grip right, iRacing is a lot better for that. In a few months we should have the new tyre model anyway so that'll blow everything else out of the water. Please note that more realistic != less grip and harder to drive. Also before saying its easy to drive (especially the C6R) make sure you're actually running competitive laptimes.
As for wheel settings:
Combined Pedals: Off
Degrees of Rotation: 900
Enable Force Feedback Checked
Overall Effects Strength: 101%
Spring Effect Strength: 0%
Damper Effect Strength: 0%
Enable Centering Spring in Force Feedback Games: Unchecked
Centering Spring Strength: 0%
Ingame I run between 4 and 7 FFB usually, you don't really want to go above 10 in anything other than the Solstice. Running it too high will make the FFB clip, which will make most of the forces feel the same, you don't want that.
As Hawk777th said, people going off track will lose SR. Off track is a 1x, contact with a wall or a spin is a 2x, car contact can be either 0x or 4x. If its a 0x and the other car goes off track, or spins, or hits another car hard it'll jump up to either 1x, 2x or 4x respectively. Also if they're cutting the track a lot they'll get a slow down penalty so they'll lose a hell of a lot of time.