Scaff
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I understand exactly what is being said to me, don't mistake disagreement for a lack of understanding.The key difference is nothing else takes 2 whole cores to simulate so no the argument does not end up the same. You really have a habit of picking parts of an argument out of context and ignoring everything else said. The result is your replies are irrelevant because you are never really understanding what is said to you.
No one uses camber as a tool to adjust tyre temps?This is a rubbish statement because you mentioned camber. No one uses camber to primarily adjust tyre temps and toe can have a bigger impact on tyre temps than camber. The issue with camber is it changes the contact patch reducing or increasing grip and as a result effecting where the tyres are heated. An interesting thing is despite tyre temps not being user adjustable the optimal camber window in this game is wide. Think about why that might be. Better yet load up a sim you trust and test the camber performance window with a fixed temp and then see how much that window widens as you compensate with temperature adjustments.
Well apart from the entire motorsport industry that is.
I'm not basing this on any other sim, I'm basing this on reality, and in reality camber is used to get as even as possible the tyres across the tyre face.
https://nasaspeed.news/tech/wheels-...cordingly-can-pay-dividends-on-the-racetrack/
http://tentenths.com/forum/showthread.php?t=43078
https://www.elephantracing.com/tech-topics/reading-tire-temperature/
https://www.toyo.co.uk/page/index/identifier/set-up-advice
https://www.joesracing.com/rt-4219-tires-temperature.html
I can keep going on this one......
Now this one helps out by discussing how camber is used to ensure that a tyres maximum grip is obtained via tyre temps and also covers toe, interestingly not mentioning it as a tool for tyre temps at all.
http://www.motorsportessentials.co.uk/car-setup/
Even if you are using a set value, you are still simulating it. Just to a lower level of fidelity.I believe you have already answered this. If other sims are failing to provide accurate simulation my argument is it is better to not simulate those things.
If you're going to use a source then please link to it, with the appropriate time code.Go watch the Spottheozzie stream with Ian Bell if you want admission from a developer that in his opinion there are sims with simple simulation that are more realistic than the sims hardcore sim racers say are best.
I'm not using other sims as a benchmark, I'm using reality.There is no way we can agree at the end of the day because we all have formed our own opinions. But I think the key is sim racers often claim certain sims are realistic and their primary background originates in sim racing and for many that goes back to the belief that the ISI motors are the epitome of realistic physics. On the other hand we have real life racers constantly saying the top sims are nothing like the real thing, that they are all too hard, and their foundation for comparison is real life not other sims. I agree with those.
Have you ever done a standing start in a FWD car?I have not driven a realistic sim but there are certain sims that are more authentic IMO and GT Sport is near the top of the pile in certain vehicles, not the VGT cars, not the rally cars. But many of the other cars I have driven (despite the grip issues) drive, behave and respond like real life cars, the driving experience is realistic. For me a key test is driving a marathon (a day of testing straight) in a game and then jumping into a real life car and going for a drive. If I go from iRacing driving a real car is bizarre, I have often joked that my real car is not a very realistic sim after a marathon in iRacing. GT Sport is the least odd feeling after this test for me. Interestingly despite my opinion that GT Sport is more like Assetto Corsa than other sims, PCARS is the next best performing sim for me in this test, then PCARS 2. And don't take that the wrong way, there are aspects of PC2 that I feel are great steps forward but overall in the cars I actually enjoy the most in PCARS, I think PCARS drives better. Of course the fact I own PCARS on PC and PCARS2 on PS4 might be a contributing factor as it seems PC2 is far better on PC than PS4.
I mean full throttle and lift the clutch?
You see I'm not talking about PC2, or iRacing or AC. I'm talking about the areas in which GTS differs from reality.
Interestingly enough its other members who tend to throw in the 'yea but this is wrong in other sim X' any time any discussion starts about areas that GTS falls down on in terms of its physics fidelity. Its almost as if the GT series has to be treated as a sacred cow, and no bad word can be said about what could well be issues.
Now part of the reason why you may feel that GTS relates well to your car when you drive it on a public road is that you will never drive you car omn a public road in teh same way you would in GT! GTS has some quite clear and demonstrable issues with what seems to be a move from a low speed tyre model to a higher speed one around the 18 to 20mph mark. However this is only apparent when you are driving in a manner you would never do on the public road. Its physics are also reasonably good below and just up to the limit, its what happens when you go over the limit, particularity with understeer when things go wrong. Now that's not a place you should be finding yourself on a public road, as such you are comparing apples to oranges.
Oh and in regard to iRacing, could not agree more with you, and its the tyre model that is the main cause of the issue, it mU and Cf values are all way to low, resulting in far less available grip in all situations that I have ever come across on the road, track or proving ground.
Exactly how many racing drivers have you discussed this with?I have a theory about the choices in this game compared to other games like iRacing. iRacing has moved on from catering for just one type of person, it recognises that not everyone is a driver so it is no longer a sim for just the driver. iRacing is a sim for broadcasters, team managers, race engineers, artists and so on. I think GT Sport however is primarily trying to be a sim that focuses on driver development. Trying to take people who might have an interest or a dream of racing and turn them into real racers. Following that line of thought I think various aspects of the game have been designed in a way to help develop certain skills a race driver might need. A race driver doesn't need to be able to work on the car, he doesn't need to understand how every little thing effects a car but he does need to understand certain settings and their effect so he can communicate effectively to his team. I think for the most part the tuning in GT Sport can be effective in helping driver development in these areas. The understanding of tyre temps is not one of those areas because the driver for the most part would be unaware of what is going on with his tyres other than feel inside the car. His team would take care of analysis, changes and instructions about his driving. This is another key to this argument, the team dictates to the driver how he is to drive. Are you aware of how long GT3 tyres will last when driven aggressively? GT3 drivers have said they can destroy a fresh set of tyres in just a few laps but in races they sometimes double stint tyres.
I've never met a racing driver who didn't understand the impact of tyre pressures and temps, not a single one.