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The following user likes this Post: Zaskarspants
Well, when you said negative camber didn't appear in Replays or Photo Mode I chose open wheel because I expected to see it there, sorry. The wheels/tires are exposed. With Road/GT cars the fenders obstruct the view of the front tires in any driving mode I know of. So, it appears that on cars with fenders the tire/wheel will not come out of the fenders much even at full wheel lock, not much to see here.
To me the Catterham looks pretty good.
When I make a full lock right turn the camber seems to shift positive(inside tire).
Last edited by blinkngone; 12-12-2019 at 10:44.
Bikes wrecked-77 Suzuki RM125, 78 Honda Elsinore 250, 81 Honda CB900F, 2000 Kawsaki ZX12R(2), 2001 Honda F4I, 2005 Yamaha R1. A bike hasn't been made I couldn't wreck, spectacularly, but I'm retired now.
The following 2 users likes this Post: hkraft300, Zaskarspants
Hey, sorry but the static Camber view on the Catterham is fixed negative, doesn't matter where you set it min or max. The BAC Mono has fenders so the Camber view is fixed less, although appears to be more than the rear. I would guess SMS made this decision because there would be limited usage of minimum Camber except for Ovals. It's still an improvement over the original PCars, the wheels didn't turn in replays. I'll check out the Nascar Fusion, which runs Positive Camber on the inside front but it has fenders.
Bikes wrecked-77 Suzuki RM125, 78 Honda Elsinore 250, 81 Honda CB900F, 2000 Kawsaki ZX12R(2), 2001 Honda F4I, 2005 Yamaha R1. A bike hasn't been made I couldn't wreck, spectacularly, but I'm retired now.
The following user likes this Post: hkraft300
It's still a very wierd bug as it is showing up on all cars that do not have 100% exposed wheels - i.e. Indy, F1 and similar cars
I wonder if it works in the simulation aspect as intended?
Good Sir, I am fairly certain that the negative camber not showing up is an oversight because negative camber can be seen on the rear wheels, but never the front. (this happens to all cars in the game except those with fully exposed front wheels - think Indy, F1, etc)
Last edited by Speedy Mcboo; 12-12-2019 at 13:07.
Last edited by Invincible; 12-12-2019 at 13:18.
Member of RevolutionSimRacing
New Rig: Board: Asus Crosshair VI Hero / CPU: AMD Ryzen R7 1700 @3,9Ghz/ GPU: KFA² GTX1080 EX OC / RAM: 16 GB Corsair Vengeance DDR4 @2866 Mhz / PSU: EVGA Supernova G2 850W / HDD: Seagate Barracuda 3Tb / SSD: OCZ ARC100 240 Gb + Crucial MX300 525 GB / Cooler: Corsair H110i / Case: NZXT Phantom 630 / Wheel: Fanatec CSL Elite + Clubsport Pedals V3 Inverted SOLD / OS: Win 10 x64 Pro
The following user likes this Post: blinkngone
Yeah I think that is correct. The Fusion has a wide range of Camber, I maxed out the left front Positive and the right front Negative as you would for the Tri Oval. The Static camber seemed slightly negative like the fendered cars.
When I drove the car full lock left the camber seems correctly to change in appearance inside to outside.
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Bikes wrecked-77 Suzuki RM125, 78 Honda Elsinore 250, 81 Honda CB900F, 2000 Kawsaki ZX12R(2), 2001 Honda F4I, 2005 Yamaha R1. A bike hasn't been made I couldn't wreck, spectacularly, but I'm retired now.
Last edited by blinkngone; 12-12-2019 at 13:57.
Bikes wrecked-77 Suzuki RM125, 78 Honda Elsinore 250, 81 Honda CB900F, 2000 Kawsaki ZX12R(2), 2001 Honda F4I, 2005 Yamaha R1. A bike hasn't been made I couldn't wreck, spectacularly, but I'm retired now.
The following 3 users likes this Post: hkraft300, Invincible, Zaskarspants
There is probably a lot more "glitches" of this kind, maybe not glitches really, but SMS decisions to balance visuals vs. burden on programming teams and on our computers.
Even I noticed, and I do not care about visuals. See here https://youtu.be/tSu5CdOu6TM?t=271 how the front suspension of my (yellow) car is compressed and the nose nicely goes down under heavy braking, while AI cars don't do that.
I have seen replays where some cars' front wheels "turned" only by switching between no turn and full turn. Maybe it was someone using the keyboard to play, but I would guess even in such cases the game smoothes out the input - but not visuals. Or the well known issue that the driver is not rendered beyond certain distance, from which it shouldn't matter. Except it's very visible in karts.
EDIT: I answered even though I missed the entire page 2 of the thread, but I think my comments still make sense
Limited usage of minimum camber? In a racing simulator? Do you know how frequently negative camber is used on a racetrack, particularly if the layout demands it?
The original PCARS didn't have cars' wheels turning in replays? I don't ever remember seeing this in PCARS on Xbox One, so don't know what you're on about.
Thank you for offering closure around this issue - why on earth would they not have the negative camber showing on front wheels of all non-open wheel racers? Limited resources?
I don't ever remember front negative camber draining CPU or GPU resources in a racing game. I'm stumped. Please explain.
The issue is very, very annoying - that's all. I've stopped watching replays which was one of the reasons I loved hotlapping and racing for hours.
OMG, no - I'm watching replays and the camber on cars' front wheels looks horribly straight - as in flat straight from top to bottom - during straight line and cornering - even with GT race cars that go well beyong -4.0 camber !!!!
And FYI, negative camber shows just fine on ALL cars during racing. Didn't you read any of the threads posted earlier??
Are you reading this devs? The issue **only** pops up in replays and photo mode.
This is the goofiest, most ridiculous glitch/shortcoming/oversight I've ever seen in a racing simulator.
@ianbell Why Mr. Bell, just.... why?
Still no excuse for such a dumb issue. I think this is going to be a first for me in decades of console racing.
Last edited by Speedy Mcboo; 13-12-2019 at 10:13.