Edit - I need an editor or stronger coffee at that time in the morning - sloppy units error corrected - m/s^2 not Newtons! I don't think you need to be overly worried @Lazza - I think you almost certainly have the conversion right and it is easily checked. The other point to be made is the combination of the words Vertical (direction) and G (unit). Vertical G is then so easy to misread as a force, but it's actually an acceleration, expressed in G units rather than m/s^2. That may have been part of the train of thought at one point in time. @Yzangard - you reached the goal, establishing the car mass (F = ma), but I thought it would be useful to provide some clarifications around the physics as some of the posts may have generated confusion. Like Lazza, I contribute to these threads to encourage the better informed posts, respond to those less well informed and hopefully provide useful information and resources for those who are interested. I saw a reference to slip angles in iRacing greater than 1 degree leading to instant wall contact. I have no idea how that conclusion was reached, but it certainly doesn't align with my telemetry work with the sim. Part of the problem is that many iRacing subscribers don't understand what slip angles are (often confusing them with car yaw angle, for example) or how to derive slip angle estimates in a sim that doesn't report them directly. I do tend toward the view that the iRacing has a countersteer response problem, in some cars at least, but that's the subject of ongoing debate over there.