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It's about how the game is designed, and has nothing to do with your "this car vs that car" argument.
Yes, he's talking about the grip multipliers I've mentioned a couple of times before.
I haven't tried to confirm them (besides Slip's Z example, try the GT3 Team Oreca Viper, magic traction) but given that they were around in the old game, it wouldn't surprise to me to find them their. It does come close to the 1D tire model I mentioned a few posts ago, but in that case I actually meant that if they hard coded in values (which would not be preferable) they would do it on a car by car basis, not a "class" basis.
Anyway, on the 458 vs C5, I noticed that the 458 comes with stock downforce. In fact is has the same as the Viper ACR. I could go try the NSX and Skyline though, or maybe even ACR and 458.
i play mostly online, though I don't see a huge difference between physics. My tunes work for both on and off (out of frustration though, I am a bit of a halfhearted tuner).Serious question for the people who say it's a sim... What exactly simulates this simulation and which is correct, online or offline?
Well the thing about classes is why have them in the first place? We have PP which in theory makes most things even, but even if we did not allowing a Miata to become Ferrari fast would only increase variety in "supercar" races.The Supra being so under-powered in full-tune compared to real-life is unfortunate, but in real-life you can do just about anything to anything, so the line will be drawn somewhere. I like to think PD typically has rough ideas of "classes" in mind, pegging a group of cars upgrades to roughly similar levels, but who knows why they choose the ceilings they do for each car.