The online racing simulator
Tyre Physiscs
(7 posts, started )
#1 - vpr01
Tyre Physiscs
Tyre physics for this game need fixing, rather than improving. They are way off at low speeds. For instance, I know for a fact that a car in full racing slicks will NOT spin off doing 20 to 30 mph. Yet in this game, most cars do.

I drive cars of varying types on track days every weekend (almost) in real life and I can tell you for a fact in this game the tyre physics aren't even close to real. I wouldn't usually compare games to real life situations, but this is supposed to be a simulation after all.

The speed:grip ratio is way off.
This has all been mentioned before. And the concluison pretty much was: this will be all fixed at some point and the tyre physics currently work at racing speeds (much higher than 20 or 30mph).
#3 - vpr01
Thanks for the heads up there.

I realise they do work at racing speeds, its just say when I make a mistake and have to slow down, or just when pulling out of the pits, starting a race or getting back on from a spin.

When I spin out, and try to get back on track - I spin out again cos the tyres just dont do anything.
And at least LFS doesn't PRETEND to be correct, like rFactor, GTR (and probably GTL) to make it seem right. LFS is honest - if if can't do something perfectly, if doesn't try to hide it to make profit.
#5 - vpr01
Thats why I like the game and purchased it.
Yeah, it's weird that you get out of shape on a mid-speed corner and correct it fine, but on slower corners it gets increasingly difficult.

The simple solution to dealing with it now is: drive fast.
Well the name of the game is Live for Speed.. so...

Tyre Physiscs
(7 posts, started )
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