Yesterday I made a few tests with the new server option.
- Put tires wear off
- Put off-road options to "not realistic" (I don't know the name in english)
And voila, you've got the exact same physic engine as in offline mode within events.
My best lap with my S-Zero NSX at Grand Valley are 0.0xx different (1'55.9xx), and the driving is very, very, very similar. At least I could race a semi-drifting car 5 laps without being that much disadvantaged by the unrealistic tires' wear (wear off too fast imo) vs unrealistic 4RW.
The default online option favorise a lot 4RW cars, and (for me) they are boring cars to run around a track, at least in the kg/hp ratios around 3 (street cars - 400hp/1200kg) and destroys all the MR/RR driving.
Unfortunualy, nobody use these server options and everybody use 4RW. Nissan GT-R is happy, so japoneese guys are happy and that's it.
Tires wear On will (almost) never be used to tune a car, as this makes "car reading" not really precise and driving/time dependent. It can be used to check the tires cons but only as an indication.
Off-road options set at Realistic seems to work on road too. But they feel sligthly different, when you drift only, on the road. It's when you lose traction in definitive that physics changes.
If you can't put these two option to ON in event, where people setup their car to earn Cr., then tuners end up being poor guys. The problem of tuning in time attack is they would propose only crap car : another "base idea was great but I don't know how to polish my gamedesign" from PD ! (this, and the lack of japoneese events in 5 laps in extreme mode).