Would increasing realism lead to fewer bad behavior in online racing ?

GaetanL

Member
First of all, I want to make it clear that I love this game. Even though I'm going to be somewhat critical here, I'm mostly going to talk about design choices, and ultimately I adapt to whatever choices are made. However, I think it's worth having this discussion because among the recurring criticisms, this is one area that I believe deserves some serious consideration.
Also I regret that the developers aren't more transparent or simply communicate more with us about some of the topics I'm about to discuss, so I will inevitably have to make a few assumptions. Since the developers receive feedback from real-world drivers, including drivers of the very cars represented in the game, I'll use that as the basis for those assumptions.
From what I know about rFactor 2 and its ISI Motor 2.5 architecture, my impression is that LMU has seen its biggest changes on the graphics side with gMotor. By contrast, pMotor appears to be very similar, if not identical, to what existed before, while TGM seems to have been revised somewhat, but not nearly as extensively as the graphics engine.
As a result, LMU is still fundamentally built on a simulation framework designed to reproduce reality. Any attempt to alter or adapt vehicle behavior in one direction or another will inevitably come with limitations and compromises. I think that's important because every design choice made today inherits those underlying constraints.
The purpose of this thread is to reflect on what we actually want from the game. I see many complaints regarding online driving standards, and while some of those issues are obviously linked to player behavior (thanks, Captain Obvious... 😄), I believe they are also connected to certain developer decisions regarding the physics and tire models. I'll try to explain why.

When the developers reduced grip back in 2025, I wrote at the time "I repeat, the real judge will be online races (especially daily ones), where overconfidence is no longer punished and anything will go; it's really going to hurt."(July 2025)
I won't revisit that entire debate, but the fact remains that a properly warmed-up slick tire provides an incredible amount of grip. Since then, through various updates, grip has been increased again to some extent, and several parameters have been adjusted. The situation is certainly less problematic than it was back then. We still have faster tire warm-up (which, admittedly, I'm quite happy about 😅) but we also have a touch more understeer and some braking-related issues on certain cars, particularly Hypercars such as the Alpine and Cadillac (Even Charles Milesi has commented on those issues).
The advantage of moving closer to real-life tire behavior is that it actually makes the car easier for beginners to drive. I repeat but properly warmed-up slicks really do offer significantly more grip than what we currently have in LMU. More grip allows for greater precision during close racing. The downside, however, is that when a driver exceeds the limit, the punishment is immediate ( That's mostly relevant for experienced drivers pushing at the edge although some beginner mistakes could also be punished more severely).
This is one important point, but not the most important one in my opinion when it comes to online racing and the accident rates frequently discussed on this forum.

Second it's slipstream. For me, one of the biggest causes of unnecessary contact is the lack of slipstream effect.
To support this argument, I'll refer to a real LMP3 driver rather than relying on my own limited track experience on slick tires. While I've driven on circuits before and even had the chance to drive a nearly 650-horsepower Corvette C6, I've never driven an LMP3 or a GT3 car. So this avoids the inevitable "you have no idea what you're talking about" response.
First, at 2:20, he reminds viewers that tire warm-up in the game is already heavily simplified. As I suggested earlier, making such compromises inevitably affects other aspects of tire behavior, including grip, braking, breakaway characteristics, and so on.
He also discusses force feedback and how it compensates for the lack of real-world physical sensations. In short, his conclusion is that LMU does an excellent job in that area and feels very realistic.
The part that interests me most begins at 18:10, when he talks about slipstream. He explicitly state (and also points out that this isn't unique to LMU) that the aerodynamic tow effect is dramatically reduced compared to reality. In his estimation, it is roughly three times weaker than it should be. The sim racer participating in the discussion raises a point that I completely agree with: the lack of realistic slipstream actually encourages poor racing behavior. Because we cannot reproduce many real-world overtaking scenarios, drivers compensate by attempting more divebombs. Those become the only remaining opportunities to pass.
Increasing the slipstream effect would have clear advantages:
  • More realistic overtaking opportunities.
  • Fewer desperation divebombs.
  • Racing that more closely resembles what we see in the real WEC.
Of course, there would also be drawbacks. As mentioned in the video, stronger slipstream would naturally lead to more dirty air, making it harder to follow another car closely through corners. But that's realistic too.


Conclusion, If the goal is to improve online racing, my priority would be implementing a significantly more realistic slipstream effect.
To me, that seems like the simplest and quickest improvement to make, although I freely admit that I don't know enough about the technical implementation to be certain.
If that results in complaints about cars becoming more difficult to drive when following closely through corners, so be it. If LMU is meant to be a simulation, then dealing with dirty air is part of the racing experience and should be taken into account (After all, there are plenty of other games available for people who don't want realistic aerodynamic effects).
I genuinely believe that correcting the slipstream model would solve a large part of the problem by itself.
Then, if we really wanted to go further, we could revisit the tire model and restore a bit more grip, similar to what we had previously. Personally, I wouldn't even mind if tire warm-up is more difficult. Race starts already happen on warm tires, and tire blankets are available in the pits when needed.

Perhaps with those changes alone, we'd end up with calmer, cleaner, and more enjoyable online racing 😉 .
 
I’m agree with that.
Last time in 6 hours of spa : couldn't overtake in the straight (Lexus vs Merco) only place i could overtake was in corner.
 
Better idea:
Make everyone submit an essay before allowing them to race online!

On a more serious note
In his estimation, it is roughly three times weaker than it should be
Very interesting!!!!
You should make this into a separate request.

There was a thread once it was updated and I said the GT3 slipstream still seems way too weak. I feel so validated 🤭
3 times might be over the top and more of "real feel" than a number, remember that aero scales squared with v.
I'd say ~50% stronger and a bit more reach should do it.
 
You understand that everyone is using a personal computer and not a supercomputer, right? That's one of the biggest roadblocks to tire and physics simulations in the home arena....that and/or the personal budget of home gamers.

Could it be better? I don't know, I don't know how to code intricate physics in near real time. I doubt any of these sim devs and engineers are outputting their worst work but they also have to keep in mind that some of the machines that might run their game is 10 years old but they want and need to sell the game to that user.

So maybe they could make it hyper realistic but no one but the ultra wealthy could afford a machine to run it. Sim Racing is already a niche product, limiting it further to the ultra wealthy seems like a poor business plan to me.

Maybe in time when computers get better and cheaper and coding becomes more optimized then we can get even closer to "real"....but your real and my real are probably two different things. No two racers are going to give the same feedback about the same car with the same setup on the same track under the same conditions.
 
3 times might be over the top and more of "real feel" than a number, remember that aero scales squared with v.
I'd say ~50% stronger and a bit more reach should do it.
Later in the video, he gives an example of how another car should normally be able to close in on him. From the way he describes what should happen in reality, it's clear that the slipstream effect is actually very powerful. I couldn't tell you whether it should be 50% stronger or even more, but based on his explanation, his estimate of it being roughly three times stronger in real life doesn't sound unrealistic at all ;)

You understand that everyone is using a personal computer and not a supercomputer, right? That's one of the biggest roadblocks to tire and physics simulations in the home arena....that and/or the personal budget of home gamers.
Yes, I'm fully aware of that, which is why I clearly stated at the beginning that I'm basing my comments on what I know about rFactor 2's physics engine and tire model, and then extrapolating that knowledge to LMU.
Everything I'm discussing here is simply about how the variables within the existing physics and tire models are tuned. And for the record, with the right parameters, these systems are already capable of reproducing reality with an extremely high degree of accuracy.
The real question isn't about changing the underlying technology, it's about how these existing tools are calibrated to strike the right balance between simulation and enjoyment. :)
 
Very much agree with you. I don’t think it’ll happen though. I’d love to go back to how “edgy” the cars were. As you say, they had oodles of grip but when they let go, it was very sudden, especially the LMP2’s, which I loved. They felt soooo good back in the day. But money talks and they make more money appealing to the masses. I dare say the majority of sim racers would agree and actually want more realism, but those that shout and complain are always heard first in life unfortunately.

Look what’s happening with the new Hypercar tyre model. It’s the closest we’ve got to how the tyres were back in September 24 imo, but there are lots complaining about it because they simply can’t drive them, or indeed realise they now can’t hot lap them every lap in a 6 hour race because hey, tyres do actually degrade and will need changing at least every other stint (on average). So I’m a little worried come next weeks announcement for the next big update that they’ll have reworked them again and made them easier.

But yeah, very much agree with your sentiment, don’t see it happening, especially with it coming to consoles next year.
 
As I've stated in other threads, the tire modeling is what it is in general, it's the inconsistency in behavior that is so bothersome.
 
If we had to PAY for repairs/spare parts/tires/fuel.... yeah... that might calm folks down.
i'm still on my idea of mini-sector code 60 like in the Nordschleife and if you are caught speeding in those sector : DT
This will not remove contact or pile up but this would drasticly reduce extreme pile up since you have to slow down to avoid DT if you are in a mini sector yellow (You can have 2-3 mini for a crash and a full sector for a big one.

But another idea is to add economy to the game :

Driver max cash : 20 0000

finish a race : + 2000
Reparation at the end of a race
=> Destroy a car : - 8 000
=> Yellow damage : - 1 000
=> Orange : -2 000
=> Red : - 5 000

Finish a race + yellow damage : + 1000
Finish a race + red damage : - 3000
Finish a race + orange damage : +0

You need 8 000 to race

If you are under 8 000, Race against AI until you reach 8 000.
You can only earn cash racing AI IF you are under 8 000.
As soon as you reach 8K you will not earn any cash racing AI.
When you race AI :
finish a race : + 2000
Reparation at the end of a race
=> Destroy a car : - 8 000
=> Yellow damage : - 1 000
=> Orange : -2 000
=> Red : - 5 000
But you can't go bellow zero but if you are not clean you will need a lot of race to be able to race again online.
Need to be model race provide by LMU (same as 20 min daily but you are alone vs AI) and online connected so you can't cheat.

Or better than racing AI :
A driving license : How you are supposed to race online or some exercise...
Anything that teach them how to behave and reward them with 2 000 per 20 min.

- AI are bad they keep raming me : no my problem bro learn to dodge and then go online to race other people.
- It's not my fault, i'm always in a reck... Bro i have 300 hours in LMU and i have only 2 DNF. (but i can't count the wreck fest i had to dodge)
It's always a share responsability to crash. And the unfortunate accident happens but not that often. If you are ALWAYS in the unfortunate accident, you are part of the trouble mate :)


Start on GT3 lobby then expend to multiclass.
For multiclass you applied the no mercy rules : Always the fault of the fastest class.
That will taugth them to be more carefull will overtaking.
I'm always using Go left/Go rigth + lift off (vs LMGT3) but I have been overtake recklessly SOOOOO many times that i think Faster class need a driving license before going online or a freaking hammer to learn to deal with trafic WITH there brain ON :D
 
The first drawback that comes to mind, from experience in other games, Cash Flush users won't care and buy all the virtual in-game $$/€€ they desire. But I like the concept, you put some depth to the idea!
 
To repeat myself.

It's a game guys, it's not real, if you crash you don't get hurt and you don't have to pay. You dont need a licence or to go to race school, you just go to Steam and give them 40 quid.

This will always happen, you are never, ever, ever going to stop it, no matter what you do.

Accept it can happen, deal with it and if you really want to remove it join leagues or groups where it is ruthlessly dealt with.

If you race ranked here you will get it no matter the level you are at, I have and it happens less at higher levels, but it still goes on.

The realism here and difficulty are higher than most, there are more difficult racing games out there, the higher levels of Iracing in certain cars on ovals in particular are very tricky as are some other things. But I think playing this game and being good at it is very difficult. You get no setup help, most of that is now hidden behind payment, there are places you can get help but you have to really seek them out.

I think this company could do a LOT more with tutorials and help areas etc, but they dont seem to care.
 
What we are suggesting, are methods to dissuade career wreckers. Yes it is a game, but every thread about online racing if full of complaints about drivers. If there was some pain, in ADDITION to the bans, some behavior modification might be achieved.
IF, lets say, NO ONE can race online until a certain number of offline programs are completed, then wreckers who get banned but come right back with a new account, would be forced back to grinding out offline requirements. Bans in themselves would reset any previous 'graduation' and require the ner-do-wells back offline, for a time.
Just ideas.
 
Hold on, let's try to avoid going off-topic.

My point here is simply to discuss ways of reducing aggressive, reckless or, more often than not, just clumsy driving behavior. I'm proposing a possible avenue for discussion to see whether I'm the only one who would support moving in this direction.
We already have punitive systems in place through the SR and badge systems. The developers are clearly experimenting with different ways of penalizing bad behavior and encouraging cleaner driving. However, those measures don't seem to be particularly effective, and some people even complain that they end up being unfair. So adding yet another punitive system probably wouldn't solve the underlying issue.

What I'm suggesting is a different approach, one that in my opinion, could naturally eliminate a large portion of the incidents we currently see online. A stronger and more realistic slipstream would allow a faster driver to attack a slower one more easily without having to resort to excessive risk-taking, while also preventing both drivers from ending up in awkward or uncomfortable situations.
On top of that, it would be more realistic. Slipstreaming plays a major role in real-world overtaking strategies, especially in endurance racing.
More realism, more realistic overtakes, and fewer incidents caused by desperate moves because passing otherwise becomes nearly impossible.
To me, that's almost entirely upside. The only real downside would be stronger dirty air effects, making it harder to follow closely through corners... but that's realistic too.
And if that still isn't enough, then perhaps it would be worth revisiting tire grip as well.

Beyond that, I'm also genuinely curious about the reasoning behind the developers' choices. Why was this particular direction chosen over another? What objectives or constraints led them to tune the physics and tire behavior the way they did ?
At the end of the day, the current driving experience is the result of a series of deliberate decisions. I'm not saying those decisions are necessarily wrong, but I think it would be interesting to better understand the philosophy behind them. It would help us determine whether some of the issues we see online today are simply unavoidable trade-offs, or whether there is still room for improvement while remaining faithful to the simulation goals of LMU.
 
On topic, I don't think changing slipstream would change anything about driver's mentality.
80-90% are just attack, attack, attack. Those who send will send from further back then.
A bit more dirty air might be good though.

In any case I'm with you that these effects should be more realistic.
 
you need to mix accountability + easier/more realistic way of overtaking.
As the op said IRL slip stream is really effective. This will not remove crazy driver but when you know that's easier to overtake in the straight a good amount of Driver will wait instead of going for a risky move
 
I dont mind the lack of slipstream. And i think slipstream is real races are overrated. I think a good exit gives more speed difference than slipstream. And right now i know i need a damn good exit to make a overtake happen. Its all about patience and own skill.
 
I dont mind the lack of slipstream. And i think slipstream is real races are overrated. I think a good exit gives more speed difference than slipstream. And right now i know i need a damn good exit to make a overtake happen. Its all about patience and own skill.
I've posted a video above where a real-world driver says exactly the opposite. According to him, the slipstream effect in our sims is underestimated, and by a significant margin based on his experience in the game.
 
I dont mind the lack of slipstream. And i think slipstream is real races are overrated. I think a good exit gives more speed difference than slipstream. And right now i know i need a damn good exit to make a overtake happen. Its all about patience and own skill.
Depends on the setup and the acceleration of the car.

Case 1 :
In this case BoP play a massive role.
I already had multiple case of
- Had a better exit
- Car on the left and you can see the car re-overtaking you slowly while you are full throttle

Watch the replay to check if the car had a better exit speed and nop the other car was just way quicker on acceleration...

Case 2 :

I had other case where i had setup more wing on Barcelona counting on corner exit speed + slip stream to overtake
Finish lap, faster than the car in front at the exit of New Holland.
In the slip stream during the straight (0.2-0.3) and the car gain on the straight finishing at 0.5-0.6....
OK i have 2 more click on wing but I’m in your slip stream.....
 
What does "3 times less powerful" even mean?
If I can gain 0.3s on the Barcelona straight, does 3 times more powerful mean I should be able to gain 0.9s?
Or if I gain 3kph does 3 times more powerful mean I gain 9kph?
Or if I gain 10m against the car ahead, does 3 times more powerful mean I gain 30m?
What is the specific measurement that Thomas Imbourg is talking about?
 
Back
Top