Community Tire Development Project - Building Better rF2 Physics Together

@Frederick Alonso , hi, this is amazing.
Did'nt saw this post and wow, very interesting.

I'm totally now dedicated in the modding dev of the f1 1986 historical edition and tyres are one of the more complex part where i'm the less confident to be honest.
But, if i can help this project, you can contact me.
All of us would benefit from your work and dedication mate ;)
Thanks
 
Don't see it as my work, I do not see it that way as well. It is just like Robin his information, the more we unite know how the better we can bring this engine forward. It is interesting and to be fair, even last weekend I did made 3 candidates. Two are ok but the third was totally useless. A lot of trial and error, usually if I push values a bit to extremes the Ttool does not make a good tire from it. Gentle tweaks really feel different on track.

Also depends on the car, been trying to make better tires for the 993 Evo GT2 Porsche. Has better rotation now but when I overdrive the car I end up faster in the walls :)
 
And pressures doesn't seem to have proper relation to rolling resistance...

Well that is very simple test pick 2 pressures, find a good straight and free wheel till car stops.

For mine since rFactor I thought Gjon used hyper real laws.
IMHO he made rolling resistance less to make the cars feel more lively.
The trade off is in slow turns, cars don't decelerate as you would expect, they want to push, under rotate.
Was always a talking point back then ( rotation in slow turns ) never heard anyone relate it to rolling resistance.

I tested every sim, same car same conditions and ISI always rolls way further :p
 
You are talking about setup balance. If car pushes on slow turns it means front end simply has less grip. I don't understand how do you connect it with rolling resistance. Maybe there is a relation, I don't know. I must say, something that I have always been saying, to me tires in rF2 always felt like they are too grippy, too stable under strong accelerations, especially out of slow turns and from stand still. I always work hard to achieve something realistic in that aspect, and I have never managed to get it fully right.


As for rolling resistance I have been experimenting with parameters once, and it is possible to make tires less or more resistant to rolling, and it works as expected. But there doesn't seem to be a dynamic practical function for it in simulation.


On a positive note, no one cares, and never did. What matters in this life is to build most amazing rig and have great livery.
 
Don't see it as my work, I do not see it that way as well. It is just like Robin his information, the more we unite know how the better we can bring this engine forward. It is interesting and to be fair, even last weekend I did made 3 candidates. Two are ok but the third was totally useless. A lot of trial and error, usually if I push values a bit to extremes the Ttool does not make a good tire from it. Gentle tweaks really feel different on track.

Also depends on the car, been trying to make better tires for the 993 Evo GT2 Porsche. Has better rotation now but when I overdrive the car I end up faster in the walls :)
Thanks for updates . It’s interesting how this will work out eventually, although I’m aware it’s more like a side/pet project , especially that most rf2 users probably moved on e.g. to LMU long time ago.
Probably this was mentioned already, but how certain can you be sure that given tire is realistic and to what extent at what conditions etc. ? Because especially for the tires it’s always been extremely hard /impossible to not only come up with a realistic tire and tire modes in general , but also reliable way of measuring it vs real life. Is there some kind of accurate reference mathematical/physical model you compare against? Because that’s always been major problem : theory vs real life testing vs pro drivers subjective opinions. All 3 are can often be way off with regards to tires.
 
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