It really isn't. In the end it comes down to physics. Dwb simply does not create the same kind of result when a wheel goes over bump or the car rolls in a corner. Not only are the unsprung masses different causing suspension settings and dampers have different effect but the way the solid rear axle for example steers when one wheel goes over bump is not possible to do on dwb. If you try to do it on dwb you get rear instability under braking and acceleration because in dwb if you have bump steer the rear end always steers when the suspension moves. In 4 link there is only steer if the suspension moves more on one side. Not to mention the tires are directly connected to each other. The tire camber gains are going to be different and good luck matching roll and squat characteristics of a solid rear axle with dwb setup. Whether you can do solid rear axle with dwb is not question of artistic choice. One creates what the car was/is, other is different kind of suspension.
The camaro probably ran biasply slicks at the time which did not like lots of camber due to their construction. And toe is is somewhat moot point as well because biasply tires wander around a lot more so you won't get the same kind of stability from adding little toe like you get with radials. And you would not want to run lots of toe on the rear anyways because it hurts the tires. So it is going to have some instability regardless. I also wonder how much rear camber and toe could a gto camaro from the mid 80s ran actually. I know top teams in transam in the late 70s ran floater rear axles which allow more adjustability. From that pov it does make sense a manufacturer and race winning would also have those gizmos in mid 80s but how much camber and toe was on the car is a different question.
The biggest issues for ac's solid axles are cars like any nascar which relies heavily on big tire angles on the rear. Same as the old v8supercar. Tons of camber. A race camaro from the mid 80s though? Not a lot.
You have literally taken the issues I had mentioned earlier and expanded on them.
A few comments and corrections:
- mass differentials can be simulated with DWB (axle assembly masses are available for that - yes, cross wheel effects cannot be simulated as I had mentioned as one of the few downsides when using DWB)
- your mentioned bump steer concerns are luckily unfounded - here is where properly calculated and designed geometries come into play. you can design AC DWB systems where camber and toe differentials on suspension travel are small enough to succesfully mimick the behavior of a live axle in regards of dynamic camber and toe
The shortcoming of NOT being able at all to run ANY camber and toe angles than 0 deg in the AC live axle physics definition LARGELY out weights the downsides of loosing cross wheel effects in suspension behavior on the rear axle with performance cars as even with production cars with very mild camber and toe alignments the difference between running 0 deg rear toe and 0 deg rear camber and running a mild, conservative alignment on those production cars is DRASTIC in actual vehicle dynamics.
With performance cars, especially quite extreme performance cars such as the IMSA GTO that difference is even more substantial.
Because of the inability on a 600 HP+ car on racing slicks to run reasonable rear toe (+0.1 - 0.25 deg) and reasonable camber (-0.5 -1.5) on such a car the cornering behavior would be completely unrealistic (waaaay too extreme slip angles and waaaayy too small lateral g forces on that rear end then the actual cars would produce.
Sure you gain cross wheel suspension influences and nicety effects such as wheel hop when running a curb with one rear wheels but are these two effects worth loosing all the really important characteristics of a high powered race car on slick tires?
Also - yes, one can to a certain extent mitigate lower lateral g forces and greater slip angles by tweaking tire definitions - but unfortunately you can only get so far with that tool as unfortunately these tweaks are static and the moment you break that traction window the behavior of loosing grip on that rear end with tweaked compounds to mitigate 0 deg toe and camber suspension geometry to car goes away in a manner that is completely unrealstic for these cars.
THAT is the reason why I mentioned earlier that the choice of using the DWB physics definition in AC as a compromise is in such cases (high powered racing car on slick tires that definitely ran sufficient camber + toe alignments).
For vintage production cars or low powered cars or cars on sketchy tire compounds that is a completely different matter - hence it is ALWAYS at the discretion of the mod maker to decide which compromise is best.
On a car like this thoroughbred 600hp + prototype racer on slick tires that was build for road racing (constant changes of direction with various complex corners) it would not even be an option to think of using the Kunos AC live axle definition to simulate it's real life live axle - the scale really heavily weights towards the NEED for proper suspension alignment to simulate the cars actual behavior.
Thus are the short comings of the AC suspension model - perhaps at some point in the future we will have a more advanced option to properly simulate such scenarios - today we unfortunately have not :-(
Hi,
Just wanted to let everyone know we are taking note and re-working re-evaluating everything you have been pointing our. An update should be ready soon.
As we have all seen there's even a divided opinion in the whole comunity regarding the suspensions, and the best/more realistic way to get it represented ingame, so of course we want to apologize with everyone who felt dissapointed about the focus we took on it, but also please understand decisions were not taken lightly and even we had a debate about that, of which it came what we actually thought was going to be the best way to do it.
We are also researching on that problem since.
I have also read a comment regarding the car don't having "damage features"; I would love to have more feedback on that, since the car actually has, as all our mods vanilla Assetto Corsa damage textures. In the case of this car, and having the rear spoiler animated, I felt damage displacement on those parts didn't look fine.
Some of our cars already have CSP deformable hoods, so that might be a nice feature I will add for next update.
Talking about that same aspect: features; in this car we added for the first time a CM Paintshop feature with which you can easily add your name to any skin/livery.
We will also take a look about how that audio message is played since it seems to be really bothering to some of you.
While we work hard to bring you an update as soon as possible, our modeller has been making some progress:
I think you do a great job not only listening to users of VRC mods but actually being very transparent and engaging in discussions about your mods.
You are doing a great job, please do not let discussions about technical aspects deter you from thinking otherwise ;-)
Regarding damage - the "deformable object" feature with CSP can be beautifully used to deform other parts than the hood of course as long as the 3D objects are outright designed with this in mind.
I really hope you could use this for example to deform something like the rear bumper and the front fascia of the car - for this to work and look realistic the deformable area needs to be a single object, have no other objects (like light assemblies, etc) embedded and any possible gaps created during maximum deformation should be "plugged" by strategically placed black planes to not let the car model become "see through" or open transparent gaps.
This way quite substantial deformations can be created that really look realistic - this is not something that can be added ad hoc after finishing the car model but the car body needs to be designed, separated and layered with this feature in mind from the beginning.
Re. damage textures - I may need to test some more as I only saw a pristine Chevrette after a short race with some light body rubbing with AI cars. I may need to rub some more or perhaps I simply had damages switched off ;-) I am sorry if I caused confusion.
I am looking very much forward to the Audi - that is a truly visceral car in sound, flames and how it moved on the track + The Best Racing Driver Of All Time drove one - Walter Roehrl!