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Footwork FA12

This FootworkArrows car had a disastrious 1991 season. Firstly it couldn’t fit its engine, the Porsche 3512 3.5 V12, but even when it did it was heavy, slow, and unreliable. By mid-season the team redesigned the chassis to fit a Hart-prepared Cosworth-Ford DFR V8 engine, but that only led to a season high 10th-place finish in the Japanese Grand Prix.

First seen in sim racing with F1GP (1992).

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Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

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Tim Wheatley

After recently suggesting that being unable to move the car until the throttle was fully pressed was correct and “working as designed”, Kylotonn have today partially reversed course on this and acknowledged their mistake and at least one issue in a Reddit post. Unfortunately, I’m not sure they yet are fully aware of all the issues.

The important information is that they suggest there is an input filtering issue of some kind, as well as a PlayStation controller-specific issue. However, the issue exists outside of the parameters they have mentioned in their post and frankly, I don’t think they know the cars enough to say any of this was done for the sake of realism.

No date has been set for release of the “fixes” but it should be expected to hit PC users before Christmas, while console users will have to wait until 2023.

Full text of Reddit post:

Hello everyone,

Following our last statement regarding the Throttle, we have read your reaction and feedback, we heard you. Over last week, the KT Racing team has done additional tests and has identified an input problem. So today, we want to give you more insight about both the Throttle and the Automatic Clutch, the solutions the studios are working on and recommended work-around.

The Throttle

First, here are some details about the input issue and how you can work around the issue;

We have identified an input issue on PC when a PS5 Controller is used with a default preset

This is an input filtering issue that was not working properly (related to the transformation of raw data into usable data by the game)

We have found that this problem occurs whenever the “Rescale” parameter of the “Accelerate” action is “OFF” with a PS5 pad or a pedal board. By default, for the PS5 Controller on PC, this setting is currently “OFF” so the bug is present.

It is possible to work around this problem by modifying this option of “Rescale” to switch it to “ON”

We will be making changes in the next PC update that is currently in development: namely that the default setting will now be “ON” for all new players.

————————————————————————————————————————————————

The Automatic Clutch

This system helps in particular to stop the car when the first gear is engaged and the engine is idling, all without having to return to neutral. If the car is stopped and the player is accelerating, this system also decouples the engine from the transmission to allow the revs to rapidly increase to a level where it develops significant torque, while charging the turbo. This improves the performance of the car on starts.

This system, called “launch control”, has no effect once the car is launched, it only reactivates if the car has landed in first gear with a lightly pressed accelerator and the engine speed returned to idle level, all with a car almost stopped, as for example during a frontal impact. These conditions prevent this system, specifically designed for starts, from being activated during the course of a special.

In addition, WRC Generations, like the previous opus WRC 10, incorporates an electronic accelerator system inspired by what is present on WRC cars. It allows both torque and engine speed to be controlled with the throttle control, not just torque. This explains, for example, that an accelerator at mid-stroke does not make it possible to reach the maximum engine speed but an intermediate value.

We understand that this automatic clutch implementation associated with this electronic throttle system may have led to some misunderstandings, but we have implemented it for the sake of realism and should not impact driving performance.

As a reminder, you have 3 possibilities to start:

By accelerating all the time: this corresponds to a start with automatic clutch

Accelerates by pressing the brake then releases the brake: this corresponds to a start at “maximum power”

Accelerates and brakes at the same time using the handbrake: this corresponds to a start at maximum engine speed, i.e. at the switch as soon as the handbrake is released (in this case, the car goes into overdrive)

Procedure n°2 is the one that comes closest to the starting procedure, which is the one used by WRC drivers, regardless the model (hybrid or not).

Finally, though we can’t share more details about the fixes until they are tested and approved we can confirm the KT Racing team is working on releasing a new update improving your game experience on PC next week, consoles players will have to wait until early January 2023 as the holiday season will put on hold submissions of any patches.

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