Still they are only going by what they think feels right.
Approximation is the perfect word for it. Because that's what models are made for. They try to approximate reality. And if you worked with models - I've done this plenty of times for science and research at university, where you do this alot depending on the field (economy, environmental science ...) - you will understand that every good model isn't just made out of guesswork. And the people who build those models are mostly well aware of their strong and weakpoints. It just depends what you want to achieve and wich model fits your requirements best and if people find a way to overcome shortcommings they update those models.Maybe approximation is a better word? Still they are only going by what they think feels right.
I love the progression of these tyre models too. But sometimes more numbers doesn't necessarily mean better feel. Rf2 is also a great example of this.
Interestingy I came to the same point and just said to myself: let's try iRacing for a tenner and see how it's like so that I can make up my mind for myself. And I got to say the entry level stuff has nothing to do with ice racing or any of those myths. It's much more people running out of skill or patience than anything else and it's def. not harder than AC or rF2. That was all my experience with three month in the MX5 races and I can just recommend that experience so that people see how the game works, how the FFB and everything else is. FFB is pretty much top notch with that car btw and you can have some good online races from the get go. Not saying it will be cleaner than anywhere else, because people have some wierd tendencies, but you just get races on a regular scale. And that's where other developers just s*ck. In that regard I got to say, that even sim raceway was further advanced.I never tried Iracing, but I had the same thought: if driving beyond the limit was somewhat "easy" this would disrupt the phylosophy of Iracing itself. Considering the consensus that tire models on the fringe of grip limit is a very complex matter, they probably decided that fitted better their narrative a more punitive approach. On the contrary the risk was that this limit could be exploited in a unfair way... without reducing everything to a matter of money, that I don't think they lack of. I don't think I can blame them for choosing, they built a structure that work on pilots behaviour, and good pilots are those that can stay consistently a hair below the final limit, those that stay a hair above often lose more than they gain, and crash too often. RF2 if full of very fast people... for a lap or two... but what is the purpose if you don't finish your race?
Beside this in this period IR is 50% discounted.. I'm somewhat tempted to try it but considering that I keep coming back to RF2 for FFB I fear it would be a waste of GB's (downloading 25GB for my connection is not a quick task).
Straying slightly off topic...
I have a theory that iRacing are keeping their tyre model unforgiving on purpose. It's the same reason they have overly strict penalties for track limits.
If the cars/tyres are difficult to drive, then more people will spin/crash. If more people crash then they lose their iRating/Safety Rating. So then they need to get their rating back up, and how do they do that? Spend more money.
But no wait... the tyre model is SUPPOSED to be the best.?!
Act like a troll, get treated like a troll.
Hey isn't that what you all do. Only see a fan boys point of view?I can only assume you don't want to say or think anything other than what's already in your head.
Act like a troll, get treated like a troll.