Jersey Tom wrote:A few items:
1) Don't care how fancy the tire model is, it will never be an absolute recreation of reality. The important thing, IMO, for a game like this is to get something that's fun, somewhat representative, and responds directionally the way it should. That, I am fairly certain, is at least captured in their current model spec. So to say setups "don't correlate" isn't accurate IMO.
2) It's one thing to have a model that is capable of doing a very good recreation of the real deal. I have no doubt they've put something together to this effect. However, you still need real world data to form the basis of the model. I am near positive that iRacing does not have data for NASCAR tires, and would be very surprised if they had data for F1 or Indycar tires. As such, whatever model they construct for those may just be some extrapolation. Might "feel" good to drive - doesn't mean it's an absolute recreation.
Jersey Tom wrote:To my knowledge, under Bridgestone F1 teams were not allowed to do F&M testing on their own. This is not uncommon. A tire company performs testing, and then "licenses" that data to teams under a non disclosure agreement. I would be surprised if that data - particularly the raw test data - was made available to iRacing. I could be wrong though. (There's also the question of what kind of data, how much, and how good it is)
The Williams chassis... all IP belongs to them, so they can send that out to whoever they want.
Jersey Tom wrote:I have tried it. It's fun. I agree that if I were to fire up iRacing, go to Charlotte Motor Speedway and enter what I know is a real world race winning setup.. it may not perform worth a damn in iRacing. However, that will likely not change with a new tire model - nor does it matter. "Different" doesn't necessarily mean better, btw.
If iRacing is not connected with Bridgestone or Pirelli and doesn't have access to their data, then I doubt they have a "true" representation of a F1 tire. Doesn't matter how fancy your model is if you don't have real world data to build it with. Hell, if you want a very elaborate tire model definition, just check here. Doesn't mean you can make an accurate representation of a specific entity out of it. But again, even if it's an extrapolation and more or less representative, that's fine.
In any event, to say iRacing setups don't correlate to real world is false. If I throw more rear spring and bar on a car in iRacing, it's going to free up (because of the tire load interation). That's a correlation. For a game, doesn't really matter whether 20 psi gives best performance in the virtual world and 22.5 in the real world - so long as the general performance characteristics go in the same direction.
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