- 248
- La Cambrouse
- IGURAG11
Thanks The hardest part is to keep control of myself of not overdoing the car when braking or throttling out of corner. It demands patience and to know what's the limit that the car / tire can handle, then stay on that thin line. We often expect much higher than what the car can actually do, it's good to imagine/visualize what sort of speed the car could do IRL when fitted with certain tires. When we expect a car to be balanced, well mannered and easy to push at the limit, then we may have forgot that there's no such thing IRL, all cars requires attention, patience and driving time to know it's intricacies, it's weakness and it's forte.
When we drive RR cars, we should respect it and treat it like a car with big weight at the rear end, then make use of the abundant traction it has. Drive a FF car, then make sure don't push the front wheels beyond it's meager limit compared to other layout. The front wheel needs to steer and pull forward, add to that, the front heavy balance Some cars prefer earlier braking, some prefer late exit, some can easily be thrown around and be stable ( AWD like GTR )
I have seen a lot of real cars ( stock sports car ) being pushed hard at the track, and they all usually have either understeer or brake fade. Most road cars are designed to understeer to some extent when pushed too hard. Lots of Best Motoring videos with pro drivers commenting on their experience while driving / racing stock or tuned cars at the track often comes to understeer ( entry or exit ), soft chassis, unstable mid corner, brake fade ( deeper pedal ) and transmission issues-clutch slip / tire not hot enough due to cold track temp or just not enough grip due to tire brand/model fitted.
If GT can come to that level, then we are one step closer to real simulator
Very interesting post, thanks for sharing these informations