Betta Lines
Member
That is tyre slip, which alone can create very subtle effects on the limit without modelling any flex. A simpler tyre model could have no flex, allowing varing amounts of slip to occur across a varying contact patch. You would still get loads of subtleties like this with no flex. Flex is when the sidewall is actually being twisted, trying to pull itself sideways off the rim, or when the rubber compresses up and down when hitting something sharp like a kerb. These additional calculations should combine seamlessly with slip, affecting the shape of the contact patch, so I have no idea how you can tell the difference between the two, as they become part of the same effect, which is to influence slip. Adding flex should simply create more realistic slip, it's not a separate thing. And as for flexing up and down due to hitting something sharp, well that would be absorbed through the shocks as well, so again, don't know how you can single it out (unless there was no suspension travel like on the pushbike I described).Tyre flex can be felt in the real world (to claim otherwise means you have never once had a car on it's absolute limit) and simulators that simulate it.
All of that post mentioning detail and subtlety on the edge in iRacing, that is tyre flex. It's so mind numbingly obvious GT6 does not simulate it. Hell, in GT6 a Honda Fit, Ferrari F40, Jaguar XKR-S and Z4 GT3 all produce the same g force @ 100kph with the same tyre compound. How anyone can act as though it's some sort of advanced simulation is beyond me...
It's not mind-numbingly obvious to me. There is plenty of detail in tyre slip in GT6. They let go in a progressive manner, much like a bunch of other sims. iRacing for sure feels better, particularly the way it communicates understeer, but that could be due to the FFB, which I find to be the most direct. Pinpointing it as 'obviously' the flexing of sidewalls is a superhuman sense you have there.