Hi, after suffering twice the same incident in VEC pre-season and first races, where I couldn't avoid a car bouncing back on track, I noticed that, everything feeling and looking so realistic, my brain tricks me into thinking that a car going off will stay off because there's a tirewall. It would be nice to add a property modders (or you guys at studio397) could use on walls, to set different levels of energy absorption. It could also be used to reduce the amount of damage suffered compared to a concrete wall.
The parameters already exist in the TDF file, where you'll see the spring, damper, & friction parameters: [FEEDBACK] Legal=false Spring=20000.0 Damper=9000.0 CollFrict=0.8 Sparks=0 Scraping=0 WallSkids=1 Sound=tirewall Materials=twal Also, if you've ever watched race cars impact a tirewall, there's always a tremendous amount of body damage. NASCAR announcers, for instance, routinely talked about how tire walls suck the car in and do more damage. See NASCAR: Kenseth says tire wall more damaging | RACER
Maybe you're right about damage, and thanks for letting me know about the parameter. This needs a fix though (or studio397 isn't using it on its tracks???) real life: rf2 https://www.twitch.tv/csammiec/clip/SparklingDarlingPineapplePoooound-_0EZec5NLaenevKp In fact I can't remember a single time where a tirewall felt like one in rf2, mods and DLCs