2ndLastJedi
Registered
Great to see some really constructive suggestions still coming but to what avail ? Will S397 be even thinking down this path ??
Agreed,they should make this sim as realistic as possible,but just like with driver aids,give options on certain features to allow those that don't want it,to turn it off.Great discussion! I too like the realism factor (hmm is that what the "r" means?) I however acknowledge that anything that makes rF2 less accessible for new drivers is a not going to get much traction (haha see my joke there?)
Therefore I like the idea of sliders (or switches) that default to Off
I can't think of a sim or even simcade title that does not add a slowing factor to its sand pits... So while I understand the sentiment that we don't want to make rF2 seem more inaccessible to newcomers, I feel this concern is overblown. Make the traps act somewhat like the real thing, otherwise they only confuse expectations, which imo may be even more detrimental. "Dafuq am I sliding through this sand like butter? That's weird... I wonder what other aspects of the track surfaces are misrepresented?" etc etc
And IMO it should default to this "realistic" setting as it may seem more alarming to not have them react properly than vice versa.
Most simcades have a simple tire model with just a few equations and parameters that can be controlled, which makes it easy to add something like more friction. In rF2 the entire model is based on physics principles, and according to that gravel doesn't produce more friction itself, it's the digging into gravel and particle dynamics that produce the friction effect. If they just added some "lazy" friction parameter to gravel traps, the rF2 tire would probably just overheat and deform massively from driving over gravel.
In AMS you get stuck in gravel traps afaik. You have to go on the clutch to rev up the engine to "swing" your way out (or swing yourself once to get momentum).
The problem of gravel runoffs is that how they work is actually affected by a lot of factors, we have seen car simply dig in them, car float over them, car flip into them, this look like a fairly complex behaviour to simulate.