Frederick Alonso
Registered
After months of professional racing collaboration (under NDA protection), I've identified the key principles that make tire physics even more realistic in rFactor 2. While I can't share proprietary data, I CAN share the methodology and physics principles that create authentic tire behavior.
A special thanks to Mike Schreiner, Robin Pansar, and April Carlsvard; without them, there would have been some byproducts I would have taken weeks to figure out, not knowing what the cause was of the issue.
The Problem We're Solving:
Forget the dev corner tires in this plot - this shows an adjusted tire that works with realistic tire pressure and temps using a very narrow grip range. Starting on a cold track, it behaves slippery on cold tires, pushing them over pressure X and temp X would also hold your laptimes back.
This MoTeC analysis reveals the core issue: rF2's devcorner tire behavior (red scattered points) vs real racing tire data (tight white ellipse). Notice how the simulation data looks like a noisy cloud while real tires form a predictable, controlled pattern (you can almost draw a line following the points)? There are many red point overshoots. The issue is at the blue line red points, it was heavy understeer at a few tracks we noticed this on. Real life never goes so extreme. All else was very similar in the data, aside of this weird thing I pulled my hair out for.
That's why drivers have been gaining lap time through drift abuse (the well-known rF2 issue) - literally sliding at 45° slip angles for faster times. This isn't just unrealistic; it's completely backwards from real racing physics. Not bragging here, maybe it is only on the devcorner tires, I don't know. Just sharing what we found.
The 992 and BTCC cars had a better candidate, could not find it in their Motec tests myself. So I knew it was possible with the current TGM system. Without a team, I would never have found the real cause.
It only manifests under extreme conditions - as if understeer or drift becomes uncontrollable, and you're forced to accept it as "normal." The feedback" from 3 Pro GT4 drivers was always honest and respectful: "This isn't how real tires behave." or "Trash" or "Can really push it like real life" or "Too much grip when overdriving now".
I always offered 5 candidates on the front and rear through the TBC file so you could select them in the options. Each candidate had gentle differences and always had a full tTool calculation over it to make sure the Lookup table was fully up to date.
Community Solution:
Working with professional racing teams taught me that tire physics needs surgical precision, not sledgehammer approaches based on graphs or online guesswork. You can't just be lazy and reduce sliding grip globally ([Realtime]SlidingBaseCoefficient), which affects braking, cornering, and everything normal.
The exploits are specifically pressure and load-related. Some modders just tweak overall grip levels, but that doesn't solve the fundamental issue I want to address.
I was gently going in the right direction with targeted fixes, one parameter at a time, to eliminate physics exploits while preserving realistic driving dynamics. The result? Tires that behave like actual racing rubber.
Real-World Validation & Community Vision:
While community tire models aren't available yet, I've prepared a foundation hub and created my V0.1 as I see it Tire Development Guide.
I hope many will join me to build a proper tire base that can upgrade existing mods and elevate the scene to what it should have been all along.
We can only make it better, but it requires testing as well, and I have no time to do 30 tires in a few months. That would be just a risk and might even do worse.
I cannot share proprietary data. However, I know what it should be like or why Michelin has longer degradation than Pirelli.
How YOU Can Contribute and get credits for it later
:
Experienced Drivers: "Sanity check" our tire behavior against real experience; it is a cool winter project.
Data Analysts: Help interpret MoTeC telemetry and validate our physics, help us share code scripts to pull data. (Robin)
Technical: Parameter testing across different scenarios and conditions (Robin)
Mod Developers: Integration feedback and compatibility testing (Robin)
Calculations: People who like to give their pc some work in the background. (Emery)
Development Focus:
Realistic Pack - Eliminates drift abuse, creates proper thermal windows, what tire sizes, series?
Endurance Pack - Realistic degradation over 30+ lap stints
Formula Pack - Temperature-critical performance with proper pressure sensitivity
Community Collaboration Framework:
Create such high-quality community content that:

I was seriously impressed after testing the final version myself. How different yet familiar the slip behaved. It gave an extra depth to the experience.
My final request is to start somewhere in the open here. How could we pull this together, collaborate over a GitHub maybe or is that too complex? Should I arrange a Google form, or is there someone who has a better idea for this concept? I really would love to pull this together for everyone.
A special thanks to Mike Schreiner, Robin Pansar, and April Carlsvard; without them, there would have been some byproducts I would have taken weeks to figure out, not knowing what the cause was of the issue.
The Problem We're Solving:
Forget the dev corner tires in this plot - this shows an adjusted tire that works with realistic tire pressure and temps using a very narrow grip range. Starting on a cold track, it behaves slippery on cold tires, pushing them over pressure X and temp X would also hold your laptimes back.
This MoTeC analysis reveals the core issue: rF2's devcorner tire behavior (red scattered points) vs real racing tire data (tight white ellipse). Notice how the simulation data looks like a noisy cloud while real tires form a predictable, controlled pattern (you can almost draw a line following the points)? There are many red point overshoots. The issue is at the blue line red points, it was heavy understeer at a few tracks we noticed this on. Real life never goes so extreme. All else was very similar in the data, aside of this weird thing I pulled my hair out for.
That's why drivers have been gaining lap time through drift abuse (the well-known rF2 issue) - literally sliding at 45° slip angles for faster times. This isn't just unrealistic; it's completely backwards from real racing physics. Not bragging here, maybe it is only on the devcorner tires, I don't know. Just sharing what we found.
The 992 and BTCC cars had a better candidate, could not find it in their Motec tests myself. So I knew it was possible with the current TGM system. Without a team, I would never have found the real cause.
It only manifests under extreme conditions - as if understeer or drift becomes uncontrollable, and you're forced to accept it as "normal." The feedback" from 3 Pro GT4 drivers was always honest and respectful: "This isn't how real tires behave." or "Trash" or "Can really push it like real life" or "Too much grip when overdriving now".
I always offered 5 candidates on the front and rear through the TBC file so you could select them in the options. Each candidate had gentle differences and always had a full tTool calculation over it to make sure the Lookup table was fully up to date.
Community Solution:
Working with professional racing teams taught me that tire physics needs surgical precision, not sledgehammer approaches based on graphs or online guesswork. You can't just be lazy and reduce sliding grip globally ([Realtime]SlidingBaseCoefficient), which affects braking, cornering, and everything normal.
The exploits are specifically pressure and load-related. Some modders just tweak overall grip levels, but that doesn't solve the fundamental issue I want to address.
I was gently going in the right direction with targeted fixes, one parameter at a time, to eliminate physics exploits while preserving realistic driving dynamics. The result? Tires that behave like actual racing rubber.
Real-World Validation & Community Vision:
While community tire models aren't available yet, I've prepared a foundation hub and created my V0.1 as I see it Tire Development Guide.
I hope many will join me to build a proper tire base that can upgrade existing mods and elevate the scene to what it should have been all along.
We can only make it better, but it requires testing as well, and I have no time to do 30 tires in a few months. That would be just a risk and might even do worse.
I cannot share proprietary data. However, I know what it should be like or why Michelin has longer degradation than Pirelli.
How YOU Can Contribute and get credits for it later
Experienced Drivers: "Sanity check" our tire behavior against real experience; it is a cool winter project.
Data Analysts: Help interpret MoTeC telemetry and validate our physics, help us share code scripts to pull data. (Robin)
Technical: Parameter testing across different scenarios and conditions (Robin)
Mod Developers: Integration feedback and compatibility testing (Robin)
Calculations: People who like to give their pc some work in the background. (Emery)
Development Focus:
Realistic Pack - Eliminates drift abuse, creates proper thermal windows, what tire sizes, series?
Endurance Pack - Realistic degradation over 30+ lap stints
Formula Pack - Temperature-critical performance with proper pressure sensitivity
Community Collaboration Framework:
- Download & Test: Get early tire candidates later shared on a subpage on my website, or if allowed, shared on devcorner by S397?
- Structured Feedback: Should I make evaluation templates? (no random opinions - we need data and document it all)
- Systematic Development: Test one parameter change at a time to avoid clutter
- Professional Validation: Real racing drivers will evaluate our final candidates (or what we think is fine)
- Open Source Results: All successful parameters shared with the community, like a holy bible with min-max range and how it affects each code line.
Create such high-quality community content that:
- S397 features it in the official dev corner
- Mod developers adopt it as the new standard
- Racing teams use it for driver training with confidence
- The community benefits from professional-grade tire physics and we all have more fun at the end of the day.
I was seriously impressed after testing the final version myself. How different yet familiar the slip behaved. It gave an extra depth to the experience.
My final request is to start somewhere in the open here. How could we pull this together, collaborate over a GitHub maybe or is that too complex? Should I arrange a Google form, or is there someone who has a better idea for this concept? I really would love to pull this together for everyone.
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