@DanRZ Nice to hear that you are discovering extra fun in rF2. It really is like discovering some hidden minigames and achievements when working on rF2 physics, studying and learning them. The devmode with all the tools is especially like a game by itself. Try to play with engine life stuff, it is fun to see realtime readout how engine life gets affected. It is interesting to be tsting how certain parameters are working by applying extreme values, usually it is very exciting, but there are times where it seems like things aren't working.
I wonder what is the situation about Porsche Cup drag. I wonder if there is any possible test to clear it, other than what you are doing right now. I wonder if it could be the case if all of the drag of it would be assigned to [wings] and drafting only affecting [body] section. There just can't be no drag, because it is such a basic parameter and yet fundamental, and without it car would be just weird.
I think some of the cars in rF2 are extremely well developed where data comes at, and then they often fall a little short where some of artistic interpretations kick in, even though it is still logical, related to data and is of course very technical. Especially for old cars it could be something about how tires work, and how aerodynamics work. I think ISI cobra is most fantastic car ever with a lot more aerodynamic lift added, which is now probably with better lift aero than Daytona, some rethink of tire to make it grip in right way and detune to 289... just that. A lot of mods I find falls short with aerodynamic lift, and some of the data available for cars does show how huge aerodynamic lift can be even on a small car without any measures to steer air flow upwards at front and rear. Aerodynamic lift/downforce is like second tires. Some of the older cars with aero elements still develops lift, it is not like with little spoiler 250GTO or Daytona Cobra is suddenly getting negative lift, they just get less of it.
IMO the real life races, footage of it is pretty good data for drafting effects. Besides that there surely should be data of speed and acceleration increases during slipstreaming episodes. There is almost no way to get it wrong for modern racecars, other than ignoring it or forgetting about it.
To me it makes sense if creators of Porsche Cup just didn't have data for draft properties, and went for something super conservative, or maybe it was causing some kind of issues which they avoided on purpose, by reducing draft effect. It is nice that it is possible to give these cars upgrades to have slight alterations, with respect to original build.
I think reasonably working radiator effect is crucial for proper simulation of races where lots of drafting will take place. I have raced in very fun HSO league race, where we pretty much slip streamed for several hours in four notFerraris. It was all fun at first, but there was almost no way to escape. If somehow one of us would get a bit away, others would bump draft and catch soon, and it could have taken forever, because oil temps were setup EXTREMELY safe, it would have never overheated, radiator draft effect also was not that much.
I have worked on cars for league that focuses on endurance races. And believe me, even though endurance races are the subject. What people really want is long lasting sprint races. They don't want cars to overheat, they don't want engines to go boom, they don't want brakes to go "no". It makes sense if devs conform to this, and as a result they do physics that aren't very slipstreamable, because without overheating it would end up as absurd and people would just laugh at it, on the other hand if it was rougher and more severe simualtion, people would get saaaaaaad DNFs
