r/The_Crew • u/Xionergy The Crew • Jul 01 '18
Discussion Resource: Pro Settings Explained
Guide is a work in progress
Ground
Global
Traction Control - Limits wheel spin under throttle. Less - allows the tires to lose grip more frequently.
ABS - Allows the tire to rotate under hard breaking. Full + will simulate you pressing/depressing the brake pedal. Makes it so you can somewhat steer while fully on the brakes.
ESP - Reduces the cars power in order to gain traction. Think of it like traction control but at the ECU level. More + will limit power on the car in order to maintain traction. End feel is car is slower in corners but less likely to slide.
Slide Help - Counter-steering in drifting. More + helps with maintaining a slide and transitioning into a new one. With less you can transition drifts much faster but greater chance is a *180.
Specific
Aero Distribution - Side of the car airflow is pushing down. Different uses here. Less in the front will cause understeer.
Diff Distrib - AWD Cars Which side of the car will have the most power. More + to the rear allows for oversteering.
Gearbox - Gear Ratio. More + will give you more top speed but reduced acceleration. Less - Will have you slapping through gears quicker but reduces top speed.
Tire Grip Front/Rear - Sticky Tires. Play around with these sliders. Reduced front produces understeer. Reduced rear produces oversteer.
Brake Power - Pressure of the pads on the rotor. More + will slow the car down faster but also has a higher chance of locking up the brakes.
Brake Balance - Ratio of front to rear pad pressure. More to the front will cause understeer during braking.
Susp Comp Front/Rear - Upwards travel of the wheel over a bump. More + is stiffer. Higher it is the more likely you will lose initial traction over a bump. Good for TC where there are few bumps.
Susp Reb Front/Rear - Downwards travel the wheel after a bump. Less - will cause the vehicle to be floaty. More + will make the car settle faster.
Susp Geom Camber Front/Rear - Vertical alignment of the wheel to the body of the vehile. Less - results in the top of the wheel more towards the body. More + is the opposite, bottom of the wheel towards the car. Generally, a little less will give you more traction in the corners but less on the straights.
ARB Front/Rear - Anti-Roll Bar. More + allows less body roll. This stiffens the car. Less - will allow the weight transfer but also reduces the reaction to the turn. These can also be used to induce over/under steer.
Water
Global
- Drift Assist - TBD
Specific
Weight Distribution - Front to Back leaning. Acts very much like holding forward or backwards on the stick. More + is weight on the front. Reduces top speed but gains control.
Rudder Angle - Surface area of the rudder in a turn. More + will allow you to turn much faster at the cost of speed.
Braking Power - How quickly you can slow down. More + allows you to stop faster.
Buoyancy - How floaty floaty you are. More + will give the boat more surface area above the water.
Hull Friction - Resistance of the water to the boat. Less - allows for some sweet water drifting.
Trim Tabs - Tabs that trim? More + allows quicker transition between left and right turns but at reduced speed.
Air
Global
Auto Climb Control - Keeps you sober. On maintains altitude if level. Off you will start dropping altitude until you have to con-air in Las Vegas.
Knife Flight Assist - Pulls a knife out in a gunfight. While on in the knife fight, it will counter control the rudder to help maintain your level. If left off, you will be defenseless and have to use your teeth.
Automatic Landing Gear - Where landing meets gear. Left on, gear will come out on its own near the ground. Pro mode will have it off, allows for more speed closer to the ground if you do not intend to land.
Ground Cushion - Mother nature's pillow. Rate at which plane pitches up when near the ground. Less - reduces the distance to the ground. -Contribution by miljon3
Ground Effect - Sweet body kits. - The lift produced by real-world phenomena when flying close to the ground. Less - reduces this already slight effect. -Contribution by zhpete
Specific
Plane Reactivity - Sensitivity of the Control Stick. Less - reduces how quickly the plane adjusts to your control. More + makes it snappy.
Stall - Threshold at which you lost control. Reducing gains speeds but at the cost of possibly not being able to control your plan. Suggest reducing until you can still performs tricks or turns. Increase if stalling.
Wings Dihedral Angle - *How perpendicular the wings are to the fuselage. * Haven't been able to determine a visual difference in game but stats indicate that more + gives you better roll rates.
Yaw Briskness - Rudder effectiveness. Less - reduces how much your plane will "drift".
Pitch Briskness - The up/down efficiency of the African Swallow. Less - Reduces the rate at which you fall and rise.
Roll Briskness - Do a barrel roll, but slower. - Less - slows down how fast you roll the plane.
Stabilizer Incidence - Rear wing/stabilizer perpendicularness to the rest of the plane. More + will cause your plane to constantly reduce altitude.
Wings Incidence - Rate at which you hit birds. - More + will cause your plane to constantly increase altitude. Please let me know if you have any contributions or see any mistakes. Will correct when possible. Thank you and have fun.
Many cars, planes and boats were injured in the making of this guide.
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u/stetsonaw Jul 06 '18
You're famous! https://twitter.com/TheCrewGame/status/1015264115684773889
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u/Xionergy Jul 06 '18
Very nice. Now a greater chance of competing with a tuned player online.
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u/zhpete Jul 01 '18 edited Jul 01 '18
Fantastic guide, thank you!
Couple of things I'd like to mention about planes:
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Ground Effect is based on the [real world phenomena](https://en.wikipedia.org/wiki/Ground_effect_(aerodynamics)) where a plane gains lift when flying close to the ground. The effect is quite subtle but definitely present, so having it off is somewhat unrealistic. In a way it is similar to the Ground Cushion, though the cushion is a stronger and much more artificial assist added to help stop you crashing. That actively pushes your plane up to avoid the ground, even when you aren't attempting to pull up.
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Setting Plane Reactivity to the highest can actually cause issues, particularly when doing loops. Your plane will inexplicably roll out of the loop part of the way through it. This could be a bug, but the developers seem to be aware of it as the option is set to one notch below the maximum by default.
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u/Xionergy Jul 01 '18
May be a fluke but the only way I could reproduce either was coming in at an angle. Appreciate the contribution. Will add it in.
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u/RHCPfanboi Jul 05 '18
WOW!!!! Finally some one was truly kind enough to break all of this down for us who are not so mechanically inclined (and it wasn't Ubisoft)? This should have been included in the game since day one. Absolute kudos. I am going to look at this in detail later, and I have already saved this info! Just amazed and impressed.
Seriously, MANY THANKS!!!!
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u/SarsaparillaCorona Jul 02 '18
Drift assist changes how hard the game countersteers for you when drifting, having it all the way on means you just turn in and turn back out and the game manages the drift for you, halfway means it’ll mainly stop you from spinning but you’ll have more control over angle and direction, and completely off leaves the counter steer up to you.
If you’re used to arcade style drifting like in most games, pull this back until it feels like what you’re used to, if you’re used to simulation style drifting, turn it off and potentially start adding it back until you find something that feels fun
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u/InZomnia365 Jul 01 '18
This is great, overall. Thank you for this.
On the ESP point, though - Your explanation for the ESP system, is the Traction Control (which is part of the ESP system in road cars). Since we have a separate slider for both, I think its safe to assume that the TC handles the accelerating, like you wrote for the ESP, whilst the ESP slider does basically the opposite of the Slide Help - in that it prevents you from sliding when turning, as much as possible.
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u/Xionergy Jul 01 '18
I believe you are correct. Under my tests I noticed that with ESP on, while off the throttle I would just lose speed with the wheel to the right. As I turn it down, I would end up sliding eventually while off throttle.
Alas, it affects cars differently though. Had to do the testing with a RWD car to see that.
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u/SirLawrence210 Jul 10 '18
Brake Balance - Ratio of front to rear pad pressure. More to the front will cause understeer during braking.
Wouldn't that have the exact opposite effect? By adding more pressure to the front brakes and slowing them down faster than the rear brakes, wouldn't that cause oversteer instead of understeer? Can someone explain this to me?
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u/Xionergy Jul 10 '18
Certainly, your thought process is thourough. In this case, by applying more brake pressure to the front, you are slowing down the rotation of the front wheels along with transferring weight to the front causing the car to want to continue moving in one direction. Now if you had say 100% to the front and none in the rear, the ass end of the car would swing out drastically like an oversteer.
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u/Allegiance10 Jul 01 '18
Mods, please pin. This is essential information.
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u/SpyderSeven Jul 31 '18
This should really pinned. It's extremely valuable information and I had to follow the link in BlackPanthaa's video to find it again.
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u/AreoThe1st Jul 02 '18
Here’s a tip for beginners, put the weight distribution all the way to the left, you’ll never have to worry about your boats rank because it’ll be too fast.
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Jul 02 '18
Hull Friction - Resistance of the water to the boat. Less - allows for some sweet water drifting.
Was really hoping to see this. Boats in beta felt almost like cars they were so sticky.
Also, thanks for this post!
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u/Wertical21 Jul 01 '18
Thank you for this.
These explanations should have been in the game lol