- 8,723
how do they simulate tire pressures without it being merely a extension of suspension rates, therefore redundant?
The overall "order" of the system is increased by having a separate spring attached to the end of the actual suspension spring, and the physics calculations altered to suit.
There are dynamic effects that you cannot model with just one spring, since there are different characteristic interactions that occur as the individual spring rates (etc.) change relative to each other. This is because a spring's force is not constant: see Hooke's law for starters, then some kind of equation of state for the air in the tyre, plus the carcass tension (the hard part) is technically another spring, and it has a base rigidty in three dimensions etc. Damping is hideously complex beast, too, and fairly non-linear in real life, which makes modeling difficult.
Here is a rundown (and "simulation") of what's going on with two springs, but I doubt those are the calculations you'd apply in a game, there'd be some equivalent but more useful form for that.
Iceman: If it's unintended, you're assuming it wasn't spotted when editing the footage (or it was, and some other complicated set of events...), which is surely highly unlikely. Occam's razor is sharp, be careful...
If we're looking for the "simplest" explanation, maybe we should start with a definition of simplest.