Ok, lets's check the facts. Roll resistance RF2 test. ( Sorry for the ugly graphics, it's not easy to install some cars in Developers Mode, but physics are not altered...)
160 kilopascals:
Top speed: 291.50 kilometres per hour
0 kilopascals:
Top speed: 290.58 kilometres per hour
So running four deflated tyres (totally deflated, punctured) translated into a loss of 0.92kph !!!!
In the video you can observe both runs. There is minimal difference on tyre footprint, minimal difference on tread temperature spread. Minimal difference in average temperature (56ºC for the inflated, 63ºC for the punctured.... the punctured tyres should be melting and smoking)
I forgot to show ride height difference: only 2.44 centimetres (naturally the punctured tyre should lose at least 13cm, the sidewall height)
With the help of telemetry I show that the tiny difference in speed is not even caused or atenuated by engine rpm difference, since engine power is virtually the same, and also aerodynamic drag Cx is the same for both runs, despite the change in ride height.
Of course I am not interested in running cars at 0 kilopascals. With this test I just try to say: How do you want to convince me that rolling resistance or any other force or energy is correctly represented for slight subtle pressures changes when even using a extreme pressure difference the impact of this change is so absolutely tiny?
The 'low pressures' issue is very important, because
it is not something isolated from the rest of physics. If the ideal pressure to be fast is too low, this has an effect on tyre temperatures, on tyre wear, on car suspension rate, and in the HANDLING. Some people complains that some cars are too forgiving, can slide too much, almost drift, their response to steering input is too slow, bumps are almost not felt.
If sim racers could finally use higher pressures that would change a lot of things for the good. Not only telemetry data and setups would be closer to the real model. Also the feeling of the cars would be stiffer, more alive, reaction times would be stretched and in overall they would be more exciting, and of course, more realistic.
I don't attack the mistakes. I attack the fact that they are ignored, not admitted or, even worse, accepted as correct!
I post this with the hope that developers introduce a change in physics that might improve this subject, or that might introduce more freedom to define the pressure windows for roll resistance, grip, temperature and wear.