Hypercar tire v1.2.3 - excessive reduction of peak slip angle ?

I used to play this sim. i was competitive in split 1 for all Hypercar events. Now i don't play anymore it's a waste of time. Infinitely frustrating and feels like driving blind. Also the FFb changes that came with 1.2.3 made the game have awful clipping. Just loads of extra weight and clipping at high speeds like radillion for no reason that disappears to nothing in an instant the moment you turn your car 1 thousandth of a degree too much.
 
I'm still a bit on the fence over LMU physics as it is. It seems to lack the fidelity of some tuning changes that I am accustomed to.
I will often tune suspension settings to tracks and surfaces and the responses aren't always similar to real world as they are in rF2.

As the OP stated there is also a narrow margin of reserve in the tires at temperature which could be normal if the margin loss was more noticeable.
 
Just had this sort of thing happen, crash that would be utterly impossible to replicate in real life, a combination of steering angle the pathetic and utterly pointless decision to have different cars using very different steering locks, (what does this really offer really)and a slight change of line.

Some cars you steer a lot, some you steer less, this is needless and unnecessary
 
Just had this sort of thing happen, crash that would be utterly impossible to replicate in real life, a combination of steering angle the pathetic and utterly pointless decision to have different cars using very different steering locks, (what does this really offer really)and a slight change of line.

Some cars you steer a lot, some you steer less, this is needless and unnecessary

Have you ever compared the steering radius of a GT3 with a HY? The HY has way less because there's just way less room to make the kind of angles GT3's can.

So that's why basically. Nobody ever said that HY's were without compromises.
 
Just had this sort of thing happen, crash that would be utterly impossible to replicate in real life, a combination of steering angle the pathetic and utterly pointless decision to have different cars using very different steering locks, (what does this really offer really)and a slight change of line.

Some cars you steer a lot, some you steer less, this is needless and unnecessary
Not really a sim guy, huh?

A lot of the things you don't like about this game are things that make it a sim. Whether that's hard ("sweaty") racing, realistic steering rotation (yes, different between cars, because that's how they are), protests and bans to make people drive half-properly, or any of the other things you've repeatedly complained about.

Horses for courses, no one says you have to like any particular thing (game or other) if it's not your flavour, but there's literally nothing to be gained by posting again and again (and again) that you don't like it. Especially when you use words like "pathetic" which in all seriousness - and no offense intended - just make you sound like a whiny spoiled 10 year old brat. (or a certain elderly head of state)

The game has settings you can use to alter the actual steering rotation you use if you don't like the realistic range. If it bothers you that much I'm sure you can spend the 10-15 mins required to make that happen. If you can't do that, or can't adapt to different cars, then I think after all this time we can fall back to the "skill issue" defense.

(with apologies to those ignoring the posts)
 
An article contributed by OptimumG to *RaceCar Engineering* five years ago includes a reference graph showing LMP slip angles from that time. Comparing OptimumG’s graph (for the outer tire) with the one posted by TurboArdu reveals that the older version follows a curve similar to static conditions (offset by +2 degrees), whereas the latest version follows a curve closer to mid-corner conditions (offset by -2 degrees).

It might reach its final, ideal form if the slip angle curve is adjusted to align with the current version while shifting the peak to 6 degrees.

An article that OptimumG contributed to RaceCar Engineering five years ago

@TurboArduI
I would appreciate it if you could explain how you calculated the "lateral grip normalized on vertical load."
 
Another to add tot he ignore list quite why I didn't do it months ago I dont know you offer nothing relevant or useful at all other than attacking people who complain about the game, be they me or anyone else you have form, sadly in my experience, typical mod behavior

Goodbye
 
Another to add tot he ignore list quite why I didn't do it months ago I dont know you offer nothing relevant or useful at all other than attacking people who complain about the game, be they me or anyone else you have form, sadly in my experience, typical mod behavior

Goodbye

By now it's a joke, how you don't even understand the futility and sadness of your behaviour.
 
Вероятно, они знают об этой проблеме, и нам остается только ждать и надеяться, что когда-нибудь ее решат. В любом случае очевидно, что эта модель шин устранила проблему, которая была характерна для предыдущей модели и позволяла гонщикам выигрывать время за счет пробуксовки. Я не говорю о чрезмерном дрифте, но можно было постоянно буксовать и при этом ехать быстрее, что тоже нереалистично в течение всей гонки.
Lol, you probably don't know Studio 397 very well) They are only puzzled by making a profit. For example, they have been working hard on the lmgt3 class all these years, completely ignoring lmp2 and HY. And now, since February, nothing has been done to improve the situation, which is being discussed not only by users, but also by major streamers. The racing slick allows you to slide and attack the curbs, damn it, curbs are designed to attack them, not avoid them. In addition, the characteristic sores of the old tire are also present. During acceleration, the car turns the rear axle by sliding, because otherwise it just goes by with its muzzle. All the settings that currently exist are built on the principle of an overlay, now your headache is what will happen to your ass because the car simply does not turn any other way. To be honest, I go to lmu less and less often, it's big online, but it's trivial not to participate with anyone, everyone breaks up on their own and barely half of the participants reach the finish line even in the first split, as such there is no struggle at all, any deviation from the course leads to big problems. Even super experienced Michi-type pilots can lose more than a second to the leader. And it's not about professionalism or lack of skills at all, we have thousands of hours of practice and another 10,000 hours in rF2, and overnight everyone suddenly became helpless. Real pilots in a conditional Spa have 100 times less experience than we have in online racing. But for some reason, real pilots drive steadily and show time better than 99.9% of lmu players, and now you don't need to talk about the fact that they are professionals, and we are just players, no! In real life, there is control over the car, in lmu there is a script and a set of formulas, if you go beyond the written code, you go to the wall, but in real life this is not the case at all.
 
It's already history; there have been so many comparison videos like this before... All the LMDh cars needed was to reduce rear axle grip to make them perform like the LMD. Cars like the 499, 9x8, and GR010 performed perfectly until February 2026, so who can say anything is wrong with the video?
 
An article contributed by OptimumG to *RaceCar Engineering* five years ago includes a reference graph showing LMP slip angles from that time. Comparing OptimumG’s graph (for the outer tire) with the one posted by TurboArdu reveals that the older version follows a curve similar to static conditions (offset by +2 degrees), whereas the latest version follows a curve closer to mid-corner conditions (offset by -2 degrees).

It might reach its final, ideal form if the slip angle curve is adjusted to align with the current version while shifting the peak to 6 degrees.

An article that OptimumG contributed to RaceCar Engineering five years ago

@TurboArduI
I would appreciate it if you could explain how you calculated the "lateral grip normalized on vertical load."
Hi!
Nice quote on OptimumG.
The hypercars log all tire forces (Fx, Fy, Fz) with DAMPlugin, so I just used Fx or Fy/Fz to define normalized forces
 
Hi!
Nice quote on OptimumG.
The hypercars log all tire forces (Fx, Fy, Fz) with DAMPlugin, so I just used Fx or Fy/Fz to define normalized forces
Sorry for the delay, but thank you for the information.
I’ve been curious about the slip angles for GTE and GT3 cars, so I’ll check that out.
 
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