@Nieubermesch Oh yes that is definitely an excuse. But it is also definitely how it is IRL, and it could be part of an equation. Surfaces has nuances too, not only tires. The starts of the burnout are still happening at low speed, so tire is still able to make lots of revolutions on almost same place of the tarmac, accumulating more heat in there, that it would happen if car would travel a bit faster. It would be interesting to find RL "brakey" examples that would be initiated at higher speeds, and see if car eventually halts to a stop with rear tires spinning with full power, or would it push locked front. And digging holes is just extreme side of an effect, it would really take a moment for tarmac to reach melting point, and it would have less friction already. It would happen at its very surface and that is enough to have contact friction affected. I wonder if you can do this test successfully in other simulations. I am also not talking about track surfaces being dynamic simply. But them being so at each and every place, like registering and calculating temp gain within every contact with a tire, maybe even registering and calculating effect of being in sunlight or shadow, which would probably be something not to happen in simulations for ten more years if not more. Imagine wet tracks evaporating only where it is sunny, and remaining wet where it is in shadow, but that is another topic.