Emery is fairly close with his assertion about the tire model. Real world tires have two highly likely failure points. First is the shoulder, where the tread of the tire meets the sidewall. This is an important part of the construction of the tire, especially in the 'green' state and before it gets put in the molds and cured. In 'green' state, the tire has very little rigidity, and can get damaged, so you have to handle them carefully. Typically the shoulder will overheat if the pressures are set too low, and you get a failure right there. The other potential place is the bead, but this usually happens in certain racing series like oval racing, where there is insufficient cooling to the bead often as a result of blazing hot brake discs. Again, its a temperature-based failure, the beads melt and the tire can't stay on the rim. iRacing also have the same problem in that low pressures are fastest, and there is no penalty to lower them. Despite the fact that, logically, there should be a pressure below which the tire doesn't have sufficient rigidity. The temperature effects in iRacing are incorrect, which leads to the pressures inside the tires (buildup) to also be incorrect. And they have freely admitted they have troubles modeling the shoulder, which is course is directly impacted by camber settings, which means those are all wrong too. In real life, the tire companies recommend increasing tire pressures, which also has the effect of REDUCING the temperatures in highly critical areas. But we see the exact opposite; in hot track conditions, DECREASING starting/cold tire pressures always works. Now iRacing does also have tire rigidity and compound issues that make the tires very poor during initial starting conditions; so you run the risk of the car spearing off the road until you get up to 'operating temps' - but if you start at more reasonable pressures, then the tires overheat. BTW, I did see some in here question the validity of the heat flow model in iRacing. It's actually correct. The tire loses more heat into the ground, than it does into the air. Sadly they don't show the infrared cameras on F1 tires any more, but it clearly used to show more blue (cold) on the contact patch with the ground, than red (hot) for the rest of the tire. And when rolling, they don't cool down that fast. The heat generation in the tire is due to micro-stretching (high frequency), the same as you get when you pull quickly on a rubber band - its not primarily caused by road surface friction. I believe the rF2 model doesn't directly model track temps (localized) in their real road model. The tires do in fact heat up the track surface locally. So neither game does a complete job of modelling the tire temps and pressures or failure modes. (I believe iRacing tires can fail, but they don't have punctures or flat spots or heating at localized lock-ups, though they just added in some code to separate that effect from other contact patch temp calcs in the last build).