I’m not sure on the exact times to be fair.
I used
@ales100i as a reference for the times (he states the best times for this vehicle at Suzuka are around 1.47/1.48)
I used videos of the cars racing to get an idea of how I expect the car to handle (subjectively) of course.
@ales100i is usually very reliable and accurate with his car data and times (bop and car packs etc) If he’s wrong on the times then it is indeed possible the car may be slightly to fast.
However... then we get to a strange place of clear subjectivity
For example... If the car is to fast is it because air resistance isn’t perfectly modelled in the engine, or that mechanical resistance, rolling resistance etc etc is not all emulated perfectly or... insert any reason here...
I think if the times are wrong many modders then artificially slow the car down by making it unnecessarily slippy / harder to drive just to make the times more realistic...
The problem with this is that now, it may be more accurate in terms of its “time” but it’s Handling may now be inaccurate because of this (possibly of course, I’m not saying that IS the case).
The AC engine is non perfect physics engine that has not and does not compensate/emulate and model all real world scenarios perfectly.
When modders focus on “time” as a focal point or reference it does not make it more accurate to real life (of course that’s just my opinion) even if a car is much faster than its real life counter part, it may handle exactly as it’s supposed to in game, but due to it being inside an imperfect physics engine, that does not compensate for all real world scenarios that can affect “time” its “time” may be severely inaccurate in either direction, all while it handles exactly as expected.
Then we get into the variables that affect “time” including the track being different.
A laser scanned track can mean lidar data, it’s also a lidar scan from 2020 not an on track scan from 2013 so any changes in surface or height of a hill / incline etc can all affect “time”
Therefore I believe a modder should mod a car based on how it feels, handles and how it’s expected to drive and behave on track first before anything else such as it’s time.
Especially when you are taking about virtual cars, on a virtual track, in a virtual imperfect physics engine that is not the most accurate representation of realty, in my opinion of course.
I’m in agreement with
@LeGeNd-1 that you feel like you work around the Cars issues to get it to work for you, and from all the videos I’ve seen of this cars I just don’t imagine it driving like it does in V3 in reality.
I’d personally take a slightly faster car (that handles and drives more realistically) than a neutered that has been artificially crippled (imo) just to match a more realistic real world “time” in an imperfect virtual physics simulation, that has too many variables that it doesn’t simulate, that will affect the time the car sets.
Even if that laser / lidar scanned 2020 track has a different surface, a slightly higher incline here and there, different air pressure, different wind speed, different curb material, different curb sizes, different fuel and fuel temps, rolling resistance etc etc etc ... they will all affect the overall lap “time” and not are all perfectly modelled in the AC engine.
So in my opinion it’s entirely possible and reasonable for a car to run quicker / slower (virtually) but actually handle correctly / as expected regardless of time, as the virtual world it drives in does not compensate for everything perfectly.
If it’s to fast or too slow we can then look at ways to speed it up and slow it down by making changes to other things...
Is the track to grippy?
Is this layout the same as 2013?
Is it the exact same length as 2013?
Is it the same material as 2013 on kerbs etc?
Is air resistance modelled 100% accurate.
Is rolling resistance modelled 100% accurately.
Are the temps of the rack too hot (I run at 26degrees optimum) if I power this I lower laptine without changing the data.acd of the car like they did.
Are the hills 100% Accurate vs 2013?
Is the alway an engine slows down when going up a hill modelled 100% accurately in game vs real world or do we not slow down as much in game as we do in realty.
This will affect “time” etc again, but not the actual handling of the car. Maybe it’s not slowing down with 100% real word accuracy as it drives up an incline?
This would also Reduce my lap time time without affecting handling etc...
I think midders getting hung up on time miss the bigger picture.
This is an old, imperfect engine and not reality, so time will always be an abomination and a moving target.
But the way the car actually feels, and is expected to feel and drives etc is really the only (close to objective) thing we have.
I remember reading some stuff from Lewis Hamilton’s brother saying that during WMD he kept saying the cars needed to handle better and needed more grip.
But the developers said the cars would be too fast, hence they stated adding in more air resistance, rolling resistance and tried to work in ways to slow the car down...
Now I agree they royally messed that up, but the pint remains, he was lapping the Clio way faster virtually than he did in reality but stated that’s exactly as his real life race clip handles in real life racing, so they looked at things like air pressure, rolling resistance, engine wear, air intakes, wind etc to slow the car down like in real life.
I liked their logic but they did indeed fluff that right up