Improvements to wet weather

Owen

Active member
Would be nice to see:
- Rubber not washed instantly from the track, so there's an element of dodging it when it starts to rain.
- Aquaplaning from puddles.
- Better interaction with kerbs when wet. Some might be painted with anti-slip. Some might be shiny and slippery. Ideally this would be represented in the sim.
 
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The massive impact that LMU is having in the Sim Racing world i think we need a completley New Rain system!!

Still have the normal ( rubber ) racing line has the "Path" to Race in the Rain and if we move a bit out of the " ideal line " suddenly is an ice grip feeling and etc... This does work any more, its not gonna be enough for the future!!

We need a much more realístic Rain system on the Sim!! After all the most important base systems are implemented i hope you guys consider working on this!!

We need the water to start to go away WHERE the cars pass on the track, meaning if we go a bit off rubber off ideal line and find more grip there, the water should decrease where we pass on the track, that is real and a must have now.

Thanks for the contínuos amazing work done on LMU!!
 
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I don't want to go too far off the topic of LMU, but Reiza has been cooking some really good looking weather and physics for their new update:

I think it quite well shows some of the features which have been requested above for LMU, such as weather dependant on track position, humidity effects, surface abrasiveness vs wet grip, trees drying slower than the track, trailing edge vortex condensations ...
It's still 99,9% of SMS' work (sorry for OT but I have to write it) and it was a massive game changer (to this day is absolutely awesome).
 
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I'm finding driving in the wet to be confusing compared to other sims. A good example are the LMGT3 dailies going on right now at Sebring, where there is no rain, but the track starts wet. Even just visually, it's difficult to see what's going on with the track surface, especially if there is no rain but the track surface is wet from previous rain.

I see absolutely zero difference in the track appearance between the point where it's too wet for dries, and too dry for wets. I really can only go by what my race engineer messages on what tire I should be on.

And as others have noted, we don't seem to have any differences between dry/wet parts of the track. No "dry line" forms, which is strange.

I love wet-weather driving and strategy in other sims. I recognize it's a complicated problem, but would be good to know that they're working on this (feels like it needs an overhaul).
 
And yet, the other day in a championship race at Bahrain that had rain early on I decided to switch to the medium tyres as soon as the dry line appeared (bad gamble when it's that cold as in that race).
As soon as I stepped, even slightly, to the sides of the dry line I would have grip issues.
I wonder which graphical option controls the visuals of this effect, that so many seem to have turned off.
Wet tyres though seem to be a bit too resilient in the dry.
 
I don't think it's the graphics settings. Or at least I have everything close to maxed out.

1751545241141.png

Here's a screenshot of that race with these settings. There is no dry/wet difference in lines that I can perceive at all. This is on Lap 8, but it's no different before or after, regardless of lap. Putting the difference in lines aside, I can't even really tell that the track looks wet, even at the start when it's at its wettest. Maybe it's a problem unique to Sebring, or something about the lighting? I honestly haven't driven all of the tracks in the wet yet.

1751545143923.png
 
IRacing Tempest weather system with the dynamic track is now by far and away the benchmark for any SIM trying to do wet weather racing well.
The dry line should be noticeably slippery in the wet, especially through the fast sweeping corners and in heavy braking zones. Aquaplaning or the steering getting pulled by puddles should be a real thing. Some curbs that are easily munched in the dry should be slippery and no go zones in the wet especially the heavily painted ones. Painted lines should be slippery in the wet.

The spray and visual on the windscreen should be a lot more realistic. Not just a few drops being wiped away and reappearing. Dirt and mud being flicked up from the grass where corners are cut should be a real thing.

Not wet but related to the track dynamics overall - driving on the marbles offline should be slippery and take a few corners to clear up off the tyres.
I might make a post about this if it already hasn’t been mentioned.
 
IRacing Tempest weather system with the dynamic track is now by far and away the benchmark for any SIM trying to do wet weather racing well.
The dry line should be noticeably slippery in the wet, especially through the fast sweeping corners and in heavy braking zones. Aquaplaning or the steering getting pulled by puddles should be a real thing. Some curbs that are easily munched in the dry should be slippery and no go zones in the wet especially the heavily painted ones. Painted lines should be slippery in the wet.

The spray and visual on the windscreen should be a lot more realistic. Not just a few drops being wiped away and reappearing. Dirt and mud being flicked up from the grass where corners are cut should be a real thing.

Not wet but related to the track dynamics overall - driving on the marbles offline should be slippery and take a few corners to clear up off the tyres.
I might make a post about this if it already hasn’t been mentioned.
I think we need some enhancements to the graphics engine too for the sake of weather. If the lighting isn’t right (like an overcast day at Sebring), I visually can’t make out the dry vs wet line at all.
 
While this 1.2. update was a huge step into the right direction it has also amplifyied the issue of wet grip over kerbs. Now it seems the fastest line is to actually abuse the kerbs for grip as if you were driving a go-kart in the wet.

Sure, modern tracks use anti-slip paint but it is still very rare to see drivers cutting kerbs for grip.
 
The thing that bothers me the most is the spray effect - its weird, especially in replay mode from the side - there seems to be a particle every metre or so and its texture always wants to orientate itselt towards the camer, which I understand, but it just looks like its from 2002. The dust effect is loads better (I guess it might be more expensive to render, too) but can we not get that effect for spray too? It looks good from all angles and seems more volumetric, although I'm guessing its a similar process underneath.
 
Is anyone able to explain to me how to program weather.
So I wanted to replicate the real life weather that happened in the Spa 24 this year. Now I know its impossible to replicate the weather to hour and I have to make a weather that replicates its best I can. In the real Spa24 it rained for little period at 4am.
Now in game as we only have 5 weather slots I can only make it rain for 1 slot

I configured the server to be Clear - Clear - Overcast & Light Rain (which was a mistake as I should have used Cloudy & Light Rain) - Light Clouds - Clear over 2hrs and 25mins
145 mins divided by 5 equals 29mins per weather cycle, so this means the server should be dry for the first 55mins, with 29mins of rain and then dry to the end of the race. As it turned out it started to rain only 25 mins into the race and stop raining with 63 mins left of the race. Turns out the rain was present for 57 mins which is 2 weather slots.

When you configure a server there is a "Chance of Rain" box, which to me is the chance it might rain. So if I set the server to have 100% this means every server I create it will rain, and if I set the server to say 30% chance this means 3 out of 10 servers will have wet weather.

Basically is there like a weather guide available in how to create certain scenarios? In the past I created a race that was to a flash storm, but I noticed the server didn't just switch to the storm weather and that it had to go through, overcast, light rain, heavy rain then storm rain, which is kind of not what I wanted.
 
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