I really shoulda taken my name outta the image before sharing it with people, huh? Its very clear to me that this is an aero problem first and foremost, it seems that to counter the previous tire models lack of grip, they overcranked the aero to counter the bad low speed performance. We have always had this issue ever since these cars launched roughly 2 years ago (jeez), and you can still see it how we can go through things like tetre rouge at 265-264kmh, but be 10kmh down when braking for Mulsanne 1, but now that we have a new, frankly fantastic tire model, the cars don't need this kind of aero, especially now.
Of course I understand sims are tricky but.. It isn't an aero or a tire problem. It sounds like a fundamental approach problem where one problem is patched by deliberately going the wrong way somewhere else. This isn't necessary with other sims as their models allow tire and aero to mostly work together as they ''should''. Of course each sim and model has its issues, but these iRacing cars are off the charts in how much they differ from reality.
i think immersion is more the point. with iracings system you shouldnt really give a shit if the cars drive weird. its the only place where you can get this amount of competition but the driving model just doesnt feel right to me. try le mans ultimate, cars are really 1:1 to reality. down to the second to the real cars. it just feels so good.
Considering the standards we know iRacing are capable of setting (Rain is a great example), and the fact that LMU has done a much better job at modeling the Hypercar's/GTP's aswell as AMS2 taking a big step foward recently. Combined with the fact iRacing has always marketed itself as a simulator and generally has chosen the path of realism over "fun" The Current State that the iRacing Hypercar/GTP's are in simply isn't good enough, not even close
Realistic is the top priority imo, it's fine if it needs specific strategy or technique to drive, this leads to getting knowledge and insight of these amazing cars.
For iRacing if it markets itself as a top tier sim it needs to be realistic not the most fun to drive. If I want "fun" I can download any arcade game like f1 24 and go flat out in every corner
They can be realistic while maintaining a sense of fun. Push too far fun you are more like GT and Forza. There is a healthy balance they can ride that makes them the most realistic while being fun.
If they actually focused on making it realistic....it would be fun. Its NEVER been realistic. From braking, to grip, to the tire model. Its only popular because of the racing not the sim.
Realism over "fun", because the fun of it for many sim racers is trying to experience what we will probably never be able to experience. However this seems like far and beyond that argument, for example Iracing could remove things like after the fact based restrictions on pace, and let the cars race as fast as they could do so realistically. I.e. as Jimmy pointed out the lack of fuel flow restrictions on the Iracing LMP1s. This takes out some of the more boring and pointless regulations (in regards sim racing) that only exist IRL for specific reasons, while still remaining an authentic simulation. However, being 10 seconds faster on pace is a completely different story and is something that simply needs fixed.
realism all the way. If a car in a simulator isn't fun to drive that should be because the real life counterpart isn't fun to drive. Simulators should be as close as we can get to experiencing the real deal - including all of its flaws.
I went to Le Mans this year, and sat for a while at the entrance of the Porsche curves, not only they lifted heavily, they also only started accelerating midway though after the big bump on the track. To see it go that fast, almost flat, is ridiculous!
VRC manages to stay close to IRL capabilities mostly, RSS actually made the cars less capable with the curious exception of GT3. But what's important is AC's open telemetry lets you immediately sees where's exaggerated in aero or tyres and changing them yourself is quite easy, unfortunately this will be unique to the AC series for a long time
@@1997jankuschef Well the same level of performance being replicated to the same extent... you wouldn't get an MX5 posting faster apex speeds and times in any conditions that the GTP apparently can do.
@@AuroDHikoshithey’re the most popular track day car on the planet for a reason. And the ones in iRacing aren’t stock Mx-5s. They’re from a spec racing series. IRacing problems exist in the new hypercars
People seem to be more open to criticism with iracing in recent years thankfully, couldnt say anything bad about it but it still needs to be said, Iracing physics arent realistic in general, the way you have to drive is completely different
I think I’m almost every single racing game the cars being fun to drive is more important than being realistic but sims are the one case where being realistic is absolutely more important
Choice for a nicer driving instead of more realistic one would constitute for me a simcade game rather than a really expensive "The Ultimate Racing Simulation"
From what I understand, it’s not necessarily a tire problem as much as it is an aero problem. With a race setup, the cars are too slow on the straights and way too fast in the corners. So fixing that would go a long way I think. That being said, I’ve also heard that the old tires in general across iRacing, the tires have too much rolling resistance which contributes to the “slow on the straights” thing and is what made them add more downforce to compensate for it. So with the new tires, the cars are entirely too fast. The hybrid system thing…that’s a tough one because the real system is so complex. The cars learn the circuit and the conditions and adapt the deploy to it to maintain the energy requirements. It also doesn’t add power on top of the ICE, just fills in for it when torque is low, or to save fuel. That would be really hard to implement well in iRacing. The drivers also are constantly adjusting the hybrid themselves to get a certain energy balance which most people probably don’t want to do. I’d be totally fine with it being a little less realistic in that way as long as it doesn’t just add power on top of the ICE because that’s not accurate in the slightest. Between all this and the fact that iRacing really hung the new IMSA community manager out to dry and absorb a lot of vitriol and even REAL LIFE THREATS, it’s been a pretty disappointing few weeks from iRacing. I hope they can make this all right.
Jump on LMU and have a play with theirs. Its very very good. Each system is unique to the car it replicates correctly and you have to manage the SOC through deployment and regen changes so you dont hit 100% and lock the rears.
10:16 realistic is always more fun to drive. What you’re really asking is - do you want realism or do you want a simcade experience? I don’t want a simcade; especially at iRacing prices. Considering how screwed up GTP is in iRacing now, this is going to be the season of Supercars Camaro 😅
This is why i like lmu so much, the feel of the car is what'd you expect and the way the car moves looks exactly like on tv. And that makes me enjoy it so much
Coming from Asset Corsa, I'm surprised that nobody has figured this out until now. The speed seems to always be unrealistic for the GTP class. I went only 190kph in the Cadillac at Sebring (T1) in AC, but when I watched an onboard of the Cadillac in iRacing, the speed was about 220-230 kph which is outrageously different.
Quick note... the hybrid sounds for the 499p is canned. You can actually go into LMU and turn off the hybrid completely (regen: off) and the regenerative brake whirring and the hybrid whine will completely disappear from the car (not to mention the braking will feel different). in iRacing, you set to "No Deploy" or drain the battery, and the hybrid sound will fire exactly at the same intervals. What bothers me endlessly more than the unrealistic speeds is the canned sound effect. That suddenly makes iRacing feels like an arcade racer because that's what Grid Legends did. There's no underlying simulation underneath, it's just canned effects irrelevant to any virtual mechanics. I would have never thought iRacing would push an update like this and I think this needs more coverage than it is currently getting.
My subscription ran out a few days ago, I had planned for over a month that I would be done with this sim. I’m glad others are seeing what I kept complaining about for months. iRacing kept telling me it was a BOP issue…I’m not an idiot iRacing, you are
The problem is the price. Since its so high you don't expect these issues, but they exist, even though the Iracing community turns a blind eye. Either lower the price, or fix these small issues. Some of the user interface is from 2008, something you shouldn't expect for this type of game.
iRacing is a game that feels like it's on purpose to push stability of its game higher, that more PC's can run this game than a game like ACC which can be quite intensive in multiplayer races because of graphics.
I had this exact complain in their reddit and my post was removed real quick. Iracers were talking smack about how LMU is unrealistic compared to iracing and how they had the best LMPH cars but kept ignoring this.
strange since there was constantly a bunch of post on the top of the subbreddit about it since it came out.... that werent removed..... and are still up....
@@BrotakuDon you dont get banned unless youre being a tool throwing really bad insults constantly, i and plenty others have made complaints about the game and haven't gotten banned,
Unpopular opinion: iRacing needs to look into a ground-up update to the entire game engine. Little by little it's starting to fall behind in comparison to some of its competitors and I think the biggest reason for that is the fact that we're still using a game engine from 2008. In a perfect world we could have an iRacing 2 with continued support for both the new and original version.
it's been behind, simulation wise, on high downforce classes, all the time, not just recently. Monopoly allows to keep content creators grabbed by their balls and keep the narrative afloat. Just check out one of Matt Malone's latest videos and the thumbnail ... :-D :-D :-D
I have just started in iRacing and I am loving the lower powered cars, the feel of the loss of grip and weight shifting is amazing compared to other “sims”, I want this game to be as real as it can, if I want to have sim lite experience there are other cheaper options, I’m sure most people on iRacing want the sim experience especially and maybe even if it makes the cars difficult and not as “fun” to drive fast
For me fun is definitely very important - I'm okay with some compromise on realism within reason. I'm okay with simulated cars being a bit faster than IRL, especially in cases like Lulham's lap where it's absolutely perfect conditions and the track limits are questionable. It's not crazy that the car could maybe be 2-4 seconds faster than IRL with that in mind. But 9 seconds is not just a bit faster, it's unacceptable for a "sim".
As far as system go I want to be able to create my own hy-sys maps. The rules are pretty open on the characteristics after the initial "don't do more than this" etc... something like a dumbed down version of MATLAB would be pretty cool. As well as control over behaviour in the pits (engine on constantly, jump started at x speed, only when pit-lim turned off, etc...)
I agree with you and most of the comments, it's the realism that makes it fun, most of us can't afford the big dollar to buy a GT3/Prototype seat so this is the next best thing, and there always exists simcade titles and modding if you want a more gamified experience.
The fun vs. realistic argument is one that will always exist in sim racing. Where do you draw the line? You can have the most realistic car in terms of driving, but what about things like ghosting on the formation lap or in pit lane? Feel better soon, Jimmy!
QOL is always a difficult subject when it comes to games claiming realism, my point of view is I don't mind QOL improvements (like ghosting) as long as it doesn't give someone an unfair advantage somehow.
I do think that realism has to take over fun in iRacing: the players on this game (on the most part) are race fans who look for realism and something that can get you as close as possible to the reality to compare themselves to professional drivers IRL. If you are looking for "fun" there are other sims that are really good but imo iRacing has to put realism on the top of their priorities
But its not realistic.. look at those speed differences, "other sim's" AC, RF2, AMS. they all feel far closers to reality. A sim is a genre with in games, it is a game... real data is good but you need to have talented people making an accurate physics simulation and tire model dynamics to apply that data. I'm not saying iRacing dose not have talented people, they have some of the best, is just the sim based off dated technology and it shows compared to newer titles
@@JallyTee I agree. iRacing need to address those issues with the new tyre model. At my first try on the 499P (i've never driven GTP cars before in iRacing) I was able to do a 2:04 at Spa... Is not a realistic time for me who has barely a year playing iRacing so I knew something was off, and yeah, even for a newbie like me, i really felt the difference on the tyre model. It needs to be fixed
I'm happy iRacing acknowledged this in the forums. Greg Hill commented said they will be sharing more info soon and that they are aware of the issue. Search for the post "iRacing's GTP implementation" in the forums and you'll see the thread (I can't share the link in here). Greg Hill's response is on page 9. In terms of Jimmy's question... I think the answer of "fun" or "realism" depends on the expectations set by game I'm playing. If I'm grabbing the latest F1 title, as an example, I'm okay with the "arcadey" feel that is more fun to drive. That's the expectation the game is setting, afterall. With iRacing, however... they are marketing themselves as the most realistic racing sim out there, so I prefer the cars/tracks be as realistic as possible, even if that means some of them are a chore to drive. The realism is what I'm after. Great video, as always, Jimmy! I'm glad this issue is getting a ton of attention right now. It's unacceptable for iRacing to have a hiccup like this considering how much they charge for the service and assets you need to play. I'm curious how this all shakes out. Hopefully it's an easy fix. At least they aren't running from the issue and have openly acknowledged it. That's a good sign imo.
Easy answer; iRacing doesn't test anymore, just for function. Most of the new staff at iR aren't racers, they're programmers and PC people. Good for product, bad for racing.
In iRacing, I want realism, that's what I'm paying for. Fun at the expense of realism is reserved for, say, Gran Turismo, or some of the more generously tractioned AC mods.
I can understand there being an aero/tyre/etc. problem in iRacing and I personally hope that the gap is closed however they can, but I think that naturally there is going to be times that are faster than IRL no matter what, since there is not really a sense of fear to the sim racer (and yes you can argue that professional drivers know how to drive through that, but I could argue they are merely driving with it rather than being fearless whatsoever. There is always danger in motorsports, the best can just cope/drive whilst knowing that fact). So the only real solution to the reduction in speeds is to make the cars slower than they are IRL, but thus, that would make the cars less fun to drive in the first place. Great video Jimmy.
I think it's less about what the players want and more about what the game markets itself as. If you're gonna put yourself out there as a hyper-realistic simulation game then stuff like this just means you're not delivering what you're promising. Personally i think the new GTPs are super fun to drive, but I'm well aware that it's because they're not at all realistic. I'm a pretty casual sim racer these days so I'll just work with whatever is there and it doesn't really bother me at all. But I can understand why people are annoyed about this and I think it's on iRacing to listen and do something about it. For now I'll just enjoy the fantasy car until it gets taken away.
It's a shame that the new tyre and aero change has also had a huge effect on the GTP BOP. Throughout 2024, the gaps across the cars were around 0.1/.2. Now we're heading into 2025 with almost 1 second from the fastest to the slowest.. I hope it gets fixed soon
I'm a software engineer, the fact this was allowed to be released with this sort of glitch, shows that iracing has some implementation issues and are not really thinking about the consequences. They must have known this would of happened that players would pick up on these errors. If I did this in my line of work knowing this issue will appear, I would be looking for a new job the next day. Unacceptable iracing.
I'd just like to add that I didn't start to figure out they were too fast. I didn't even install the update I just wanted to ragebait a bit. Obviously they need to do better but having a good feeling car is most important.
what makes the game fun is the realism and comparing my lap times to real lap times seeing how close you can get or even to beating the actual lap of a pro driver.
I'm glad you made this video; hopefully it'll get iRacing embarrassed enough to get it right. :D Absolutely shameful for the price we pay. I know how difficult coding all of this is; I can barely code anything after taking a course in Python. 😂 But they have to give clearer communication on what they can't do, and hire other devs who understand the system better. As to answer your question: I prioritise realism over how fun a car drives in iRacing, due to the price we pay. In certain sims, I'll take fun over realism though.
It should be a balance between realism and fun. some things con be adjusted in the sim to make it appealing to more people and not just the pros, but it should not be out of touch with reality if it is in the most expensive driving simulator. the majority of people do this for fun as a hobby, but we do this as we cant do the real thing, so it should be believable.
The current state of some cars should be heavily looked at and my honest opinion the cars should simulate real life physics to be honest because it would provide a actual feel of the car
I really got a taste of how grippy those tires are whenever they had the prototypes open at Daytona. I don't think I have EVER gone through that bus stop on the back stretch that quickly it was insane
I am glad this is being talked about and hopefully fixed. The negative energy surrounding it is confusing to me. Extreme opinions (someone called iRacing pathetic for instance) is not helping anything.
i think it needs to be a balance between realistic and fun. matching IRL laptimes should be #1 benchmark when making these cars. I think they can add few little changes for sake of fun. For example, reducing draft effect in gt3 has completely killed any remaining fun that was left in that class.
im a realism guy alllllll day long. if an AC mod isnt correct, then that knocks it down several points in my mind. i would normally only even keep it if it had something else to offer, like its the only available version of a car i like. now when it comes to stuff like you mentioned, the fuel flow rate, i see that as more of an accuracy of the RULES rather than an accuracy of the actual physics of the car. so for me, i dont mind that stuff as much. but i still want the car to act as it would in real life. if that means horrific understeer, then bring it on ill crank that souja boy all day and learn how to drive it.
The fact that they shipped this, speaks volumes of the state of this game. Realism is a priority for me, and I am not claiming there are too many games around who hot the mark.
Finding the the right balance between fun and challenge is what I base my decisions on with mods in Assetto Corsa. If I have to ask myself 'Why did it do that?' then it usually goes out the door. If it makes me grin and work at the same time. If it makes me say 'Okay, I messed that corner entry up', then it is probably a keeper. So for me, reality works up to a point. If it is more work than fun, then it does not matter how realistic it is. I am not going to drive it.
Great vid as always! Changes like the fuel flow thing I think are conscious changes to improve the experience, but this just seems to be a lacking simulation of the cars. Ultimately, if accuracy if not the goal, there's no point using real car models, so I do think that the basic car should drive right. Thanks for another great vid :)
Definitely realism. I have to wonder if this isn't the case of "simply" reducing how much downforce the cars make. I hope it is a simple fix and we get it soon, even though I personally do not race these cars.
Honestly would love that iRacing grabs the biggest series and the most driven cars and make it more realistic. I think GT3s are not realistic because of tires and sound. Never driven a GT3 in my life but looking at videos from IMSA and other they sound very different and they don't lose grip from nowhere
On the fixed set for prototype challenge at Spa, I was hitting 2:00:000 to 1:59:000 in Qualy as a 1.5k iRating driver, and 2:00:000 to 2:05:000 in race trim. Porsche 963 GTP.
For true sims, realism over all. That's the whole point of them. For more simcade-y games, there can be some leeway, as long as it still feels right (but defining that can be tricky).
10/10 realistic. Been binging iRacing over the last week, and honestly it's the not even the best arcade racing game on the market. I get the appeal with the ease of use aspect, but I can't for the life of me understand how this is defended by its zealots as the best sim out there. Not even close.
Fun is most important and fun in sims comes from the feel of driving. Unrealistic physics often mean worse feeling. iRacing has a big issue right now primarily with the feeling of the cars, every aero car they put out recently feels like its hovering above the asphalt and has too much grip. Compare the old F3 car to any new formula or gtp car and you'll see what I mean.
Though question there at the end. I think most sims handle it pretty well, with being quite realistic but having some points where fun is more important (like the fuel thingy you mentioned with the LMP 1 cars). Plus, there are a ton of sims out there who each handle different aspects in a different way, so there is also a nice collection of sims to choose from depending on your taste. This speed difference goes to far though, this should not have a place in iRacing
Tetre Rouge has been *just about* flat with those cars in iracing for a while now so definitely not a new problem but seems to have been exasperated with the new tyres for sure. Personally, I don't mind if they're a bit faster than the real cars but really want the car's systems to function correctly. These are supposed to be top level prototypes and so should come with an appropriate learning curve to be able to get the best out of them. We should have to sit down and work out how best to apply the hybrid system, those hybrid systems should be complicated and cold tyres should be lethal as opposed to beating the real world pole time on lap 2 with full fuel and no worries about how the car is set up. If people want to jump in and drive a fast prototype, LMP2 exists and is great fun.
I was asking myself the same question when I was coming out of rookies and started to use cars that are supposed to have actual working ABS. I was kinda wierded out by the fact that going into ABS is actually almost as bad as locking up in some cars. Then I realized thanks to your video on the BMW M4 that they are just not working as in reallife. Has the iRacing community just accepted these things or is there activly work done to pressure the devs to make at least some changes?
I heard from one of the Hybrid drivers (porsche) that they change the car setup on the fly for every corner… that means that iracing wil never ever get this correct
Realistic is one thing, but it doesn't have to be authentic. Believable, is probably the word I'd use, meaning that I can believe a car will behave like it does in the sim. It doesn't have to be exactly like driving the real thing, but I need to believe that it is pretty close
I personally would prefer the virtual cars to be as close to the real cars in realism as possible. But it's not a mandatory requirement. It's more like a bonus more than anything. Of course I don't want anything too crazy like braking at the 150m board at T1 Monza going 500 kmh and still making the corner. As long as the car's fun to drive, look at, and sounds good, im a happy camper.
Part of it maybe from the data they get from the manufacturer and teams that work with them. Not sure how to fix it as I'm sure it is a very complex process but the car sounds amazing.
c'mon everyone please give all things time.. every aspect of the iRacing sim is constantly evolving and improving, it just takes time to iron stuff out.
I think most, if not all, sim racers want to be actual racing drivers but are not fortunate enough so we have to settle for the next best thing which is sim racing, because street racing is frowned upon. Therefore, I’d say realism, as much as possible.
I dont race these cars, but i do race gt3, and comparing iRacing real life footage and Lemans Ultimate, the aproching speed is muche bigger in the first one, witch in my opinion and experince makes driving the slower classes more difficult and less fun.
Make it as close to the real thing as possible. If it's hard, make it hard, keep the non enthusiast away from it. This will improve the racing massively
i think there is fine balance that has to be had between realistic and fun. the fuel flow stuff you mentioned is not fun so it makes sense for it not to be there. i think lap times so be fairly close when temps are the similar though.. having to put the car into different deployment and r3egen modes could be interesting think there could be default simple in the "fixed set up" but when in other set ups allow you to change it on the fly for an optimal lap time. i don't the cars to be so complex that you need a user manual o drive but i do want them realistic.
The new tire model is very accurate and actually quite good. The problem that we are experiencing is that everything in Iracing was designed to be “simulated” on the old tire model which was totally unrealistic. They made the prototypes too good to seem realistic on the old model. Now that the model is good, it’s way faster.
Another car that this will stick out on is the 992 cup. It’s currently imo the worst modeled car on iracing, and it’s because it’s a super mechanical grip dependent chassis on a horrible tire. It currently, no updates, goes faster than IRL. With the new tire model it will be several seconds quicker than irl
I think iRacing tried to fix how terrible the wet tires on GTP used to be but added wayyyy too much grip The issue being that the LMP2 cars use to dog the GTPs in the wet. But they addressed this issue with an over reaction
As a driver I can say that I would like to have two separate types of simulators, one that is as realistic as possible, like iRacing tries to be, and another that is more about having cars that are fun to drive like AC.
Ok lads, time to all jump into the Lotus 49 for realism 😎 I choose eealism pace and handling over ease of driving, always. Racing cars on the limit should be tough to handle anyways, also with the complex hybrid systems and deployment.
I’m in the boat of enjoying better road feel and fun more than I enjoy super realistic. I’m also bad at driving and racing. I suppose that means I prefer the simcade vibe with really amazing road feel.
It’s silly how fast they are, but it is fun to drive them. I’d like them to be more realistic but I’m n it going to get mad about it. The LMP1s had a fairly authentic implementation of the hybrid system. I didn’t start driving them until late in their lives, but I recall everyone would just turn the system off and use push to pass.
I want both. That is why I do not race the really fast stuff on iRacing. Just not fun in my opinion to drive that stuff. I rather drive the slower cars fast. But, that is me. Most of the low and mid tier stuff seems more accurate and more fun on top of that.
I think a car being realistic to drive makes it fun and of course adds to the feeling of being in a sim rather than like a more acrade-ish scenario. idk if that makes any sense.
In real life I want cars to be fun, in a "game" I want them to be fun, but in a sim: realism every time. That said, realism of how the car drives is very important, getting the performance level right is close behind in terms of priorities. Having every detail of what happens in a car though, that I don't think matters so much - for example: do we need to model things like an RX-8 having a 50% chance of running out of oil before it finishes a lap, or any pre-2005 Alfa dropping its gearbox onto the road every time you shift? I'd say what matters is: do the control inputs and how the car responds to those inputs translate to a realistic experience. You want things like temperatures and fuel use, but having to manage every tiny detail isn't necessarily a deal-breaker - even it'd be nice to have the option to do so.
I’d say bop would be 1-2 seconds, and another 1-2 maybe because iracing track limits are wider, maybe 1 more due to way too much time spent on setup. That still does leave at least 4-5 seconds to explain
I say this about most sims… I feel like i get to the top 5 percent of most of these “sims” nowadays and people just start driving more like a video game than irl Now I see the irony in that statement but I feel most skilled or practiced people know what I’m saying… Be it gt7, AC, Iracing, world record times are 2-4 seconds faster than irl times… I’d say iracing and ac are definitely some of the closest but still I see leaderboard times 2 seconds faster than what they drive in real life I struggle to adjust bc I know I can go faster on the sim and just drive regular racing times, always keeping me around 1-2 seconds off leaderboard times
It all depends on the type of game. In iRacing I want it to be as realistic as possible. It's a pure sim, and it markets itself as such (and charges top dollar for it). Some small compromises are acceptable, like simplifying a bit the most complex hybrid systems, but keep them to a minimum. In other games, like Gran Turismo or Forza, I don't mind if they make more compromises in the name of gameplay, be it because it's more fun or more approachable. As long as the cars are roughly in the same ballpark as in real life. So, a GT4 obviously shouldn't drive like an LMP1, but I don't mind if LMP1s and LMH/LMDh are closer than in real life. Also, they have way more cars and car classes so they obviously can't afford to spend the same amount of effort in each car as iRacing does.
I really shoulda taken my name outta the image before sharing it with people, huh?
Its very clear to me that this is an aero problem first and foremost, it seems that to counter the previous tire models lack of grip, they overcranked the aero to counter the bad low speed performance. We have always had this issue ever since these cars launched roughly 2 years ago (jeez), and you can still see it how we can go through things like tetre rouge at 265-264kmh, but be 10kmh down when braking for Mulsanne 1, but now that we have a new, frankly fantastic tire model, the cars don't need this kind of aero, especially now.
jimmy pin this
I think the wet tyre might be a bit too strong though
Exactly this. Indycar is similar. Hope they can find a balance with it.
Grand Prix Legends that was released over 25 years ago also had to low grip at low speeds, you should think that they would have solved it by now.
Of course I understand sims are tricky but.. It isn't an aero or a tire problem. It sounds like a fundamental approach problem where one problem is patched by deliberately going the wrong way somewhere else. This isn't necessary with other sims as their models allow tire and aero to mostly work together as they ''should''. Of course each sim and model has its issues, but these iRacing cars are off the charts in how much they differ from reality.
I want realism personally that's the whole reason I play sims.
i think immersion is more the point. with iracings system you shouldnt really give a shit if the cars drive weird. its the only place where you can get this amount of competition but the driving model just doesnt feel right to me. try le mans ultimate, cars are really 1:1 to reality. down to the second to the real cars. it just feels so good.
Yeah, imagine paying a monthly fee for a simulator to just get Forza re-skinned LOL
@@FcoEnriquePerez you can't compare to forza sorry maybe they make some mistakes but holy god no you are comparing spam to a5 wagyu
I agree , on another note everyone says Porsche cup isn’t really how the car drives but it’s so difficult it draws me in.
This is too funny @@theMxW
Considering the standards we know iRacing are capable of setting (Rain is a great example), and the fact that LMU has done a much better job at modeling the Hypercar's/GTP's aswell as AMS2 taking a big step foward recently.
Combined with the fact iRacing has always marketed itself as a simulator and generally has chosen the path of realism over "fun"
The Current State that the iRacing Hypercar/GTP's are in simply isn't good enough, not even close
Thank you. Sick of the excuses, this is totally pathetic on iracing's part.
nope not ams2.
I mean you’d be surprised with what you’d do on the sim compared to real life.
@@wyland_6247 That is why Illusion games were so popular.
They are obviously going to adjust it before Week 1 Season 1
Realistic is the top priority imo, it's fine if it needs specific strategy or technique to drive, this leads to getting knowledge and insight of these amazing cars.
agree 100%
1000% setuju
This popped up in my recommendations 47 seconds after it was uploaded. TH-cam knows me.
Real Racing 3 physics
real
My favourite part of this is the S1 update notes said the car is "built the iRacing way" clearly the iRacing way is a joke then
fr 😂
You never drive iRacing 😂
And track limits 😅
For iRacing if it markets itself as a top tier sim it needs to be realistic not the most fun to drive. If I want "fun" I can download any arcade game like f1 24 and go flat out in every corner
They can be realistic while maintaining a sense of fun. Push too far fun you are more like GT and Forza. There is a healthy balance they can ride that makes them the most realistic while being fun.
@@ZeroRilix Which they didn't accomplish with this car.
Boston Tom.. haven’t seen that name since the abbey ;)
If they actually focused on making it realistic....it would be fun. Its NEVER been realistic. From braking, to grip, to the tire model. Its only popular because of the racing not the sim.
@@alpacaman6256 not discounting that
Realism over "fun", because the fun of it for many sim racers is trying to experience what we will probably never be able to experience. However this seems like far and beyond that argument, for example Iracing could remove things like after the fact based restrictions on pace, and let the cars race as fast as they could do so realistically. I.e. as Jimmy pointed out the lack of fuel flow restrictions on the Iracing LMP1s. This takes out some of the more boring and pointless regulations (in regards sim racing) that only exist IRL for specific reasons, while still remaining an authentic simulation. However, being 10 seconds faster on pace is a completely different story and is something that simply needs fixed.
realism all the way. If a car in a simulator isn't fun to drive that should be because the real life counterpart isn't fun to drive. Simulators should be as close as we can get to experiencing the real deal - including all of its flaws.
its what i love about le mans ultimate, their hypercars are a challenge and all are incredibly different to each other even in the same class
its more important to me that a car drives realistically on a sim. I work in racing and know too much to enjoy something not realistic like the hybrid
I went to Le Mans this year, and sat for a while at the entrance of the Porsche curves, not only they lifted heavily, they also only started accelerating midway though after the big bump on the track. To see it go that fast, almost flat, is ridiculous!
The fact that some modders for AC can do a better job at home than entire iracing team is incredible
AC is an amazing sim, iRacing is so out of date now its embarrassing. I'm glad to see other sims coming up giving us better alternatives.
@@JallyTeeyou couldn’t be more wrong iracing is still by far the best sim
@@Joe.ParkesRacing iRacing is by far the most popular, not the best one....
It have some serious flaws, like any other sim.
VRC manages to stay close to IRL capabilities mostly, RSS actually made the cars less capable with the curious exception of GT3.
But what's important is AC's open telemetry lets you immediately sees where's exaggerated in aero or tyres and changing them yourself is quite easy, unfortunately this will be unique to the AC series for a long time
I think its a consistency over the entire catalogue... an MX5 would drive to a standard that can match what the high end cars can achieve
What do you mean by that, that the MX5 has the pace of a high end car?
@@1997jankuschef Well the same level of performance being replicated to the same extent... you wouldn't get an MX5 posting faster apex speeds and times in any conditions that the GTP apparently can do.
@@AuroDHikoshithey’re the most popular track day car on the planet for a reason. And the ones in iRacing aren’t stock Mx-5s. They’re from a spec racing series. IRacing problems exist in the new hypercars
People seem to be more open to criticism with iracing in recent years thankfully, couldnt say anything bad about it but it still needs to be said, Iracing physics arent realistic in general, the way you have to drive is completely different
I think I’m almost every single racing game the cars being fun to drive is more important than being realistic but sims are the one case where being realistic is absolutely more important
Choice for a nicer driving instead of more realistic one would constitute for me a simcade game rather than a really expensive "The Ultimate Racing Simulation"
From what I understand, it’s not necessarily a tire problem as much as it is an aero problem. With a race setup, the cars are too slow on the straights and way too fast in the corners. So fixing that would go a long way I think.
That being said, I’ve also heard that the old tires in general across iRacing, the tires have too much rolling resistance which contributes to the “slow on the straights” thing and is what made them add more downforce to compensate for it. So with the new tires, the cars are entirely too fast.
The hybrid system thing…that’s a tough one because the real system is so complex. The cars learn the circuit and the conditions and adapt the deploy to it to maintain the energy requirements. It also doesn’t add power on top of the ICE, just fills in for it when torque is low, or to save fuel. That would be really hard to implement well in iRacing. The drivers also are constantly adjusting the hybrid themselves to get a certain energy balance which most people probably don’t want to do.
I’d be totally fine with it being a little less realistic in that way as long as it doesn’t just add power on top of the ICE because that’s not accurate in the slightest.
Between all this and the fact that iRacing really hung the new IMSA community manager out to dry and absorb a lot of vitriol and even REAL LIFE THREATS, it’s been a pretty disappointing few weeks from iRacing. I hope they can make this all right.
Jump on LMU and have a play with theirs. Its very very good. Each system is unique to the car it replicates correctly and you have to manage the SOC through deployment and regen changes so you dont hit 100% and lock the rears.
VRC formula 1 car has all this thinks modeled, and that's a modding team!
Ffb sucks
10:16 realistic is always more fun to drive. What you’re really asking is - do you want realism or do you want a simcade experience? I don’t want a simcade; especially at iRacing prices. Considering how screwed up GTP is in iRacing now, this is going to be the season of Supercars Camaro 😅
This is why i like lmu so much, the feel of the car is what'd you expect and the way the car moves looks exactly like on tv. And that makes me enjoy it so much
Coming from Asset Corsa, I'm surprised that nobody has figured this out until now. The speed seems to always be unrealistic for the GTP class. I went only 190kph in the Cadillac at Sebring (T1) in AC, but when I watched an onboard of the Cadillac in iRacing, the speed was about 220-230 kph which is outrageously different.
The community of gtp drivers have actually known about the problem for a while. It just got magnified enormously in the recent iracing update
Quick note... the hybrid sounds for the 499p is canned. You can actually go into LMU and turn off the hybrid completely (regen: off) and the regenerative brake whirring and the hybrid whine will completely disappear from the car (not to mention the braking will feel different).
in iRacing, you set to "No Deploy" or drain the battery, and the hybrid sound will fire exactly at the same intervals. What bothers me endlessly more than the unrealistic speeds is the canned sound effect. That suddenly makes iRacing feels like an arcade racer because that's what Grid Legends did. There's no underlying simulation underneath, it's just canned effects irrelevant to any virtual mechanics.
I would have never thought iRacing would push an update like this and I think this needs more coverage than it is currently getting.
It's not only after the update, the GTP were already wildly unrealistic, let's say, 'Bad AC Mod' level. Now, they are Forza level :-D
I would love a comparison between VRC and iRacing's Ferrari.
It's insane that this was allowed to go through testing.
I think the question in the end there is a bit loaded - Because the Hypercars weren't not fun to drive before. They were really, really fun.
My subscription ran out a few days ago, I had planned for over a month that I would be done with this sim. I’m glad others are seeing what I kept complaining about for months. iRacing kept telling me it was a BOP issue…I’m not an idiot iRacing, you are
The problem is the price. Since its so high you don't expect these issues, but they exist, even though the Iracing community turns a blind eye. Either lower the price, or fix these small issues. Some of the user interface is from 2008, something you shouldn't expect for this type of game.
iRacing is a game that feels like it's on purpose to push stability of its game higher, that more PC's can run this game than a game like ACC which can be quite intensive in multiplayer races because of graphics.
@AuroDHikoshi it's simply an unrefined game, that they try to disguise as a game that cares more about realism, and this video proves that's incorrect
that's why I never touched it.
the price isnt high at all..... atleast they arent releasing dlc for an early access game like a certain company....
@@uLWillyG at least you buy it only once...
I had this exact complain in their reddit and my post was removed real quick. Iracers were talking smack about how LMU is unrealistic compared to iracing and how they had the best LMPH cars but kept ignoring this.
I love how Reddit's response to any criticism is always immediate removal.
@@drunkenhobo8020this but the ams2 subreddit I'm tired of it, this isn't china where we ignore all the flaws and glaze the goods and the ccp..
strange since there was constantly a bunch of post on the top of the subbreddit about it since it came out.... that werent removed..... and are still up....
I was completely banned from the iRacing subreddit for complaining about the game. Reddit is trash.
@@BrotakuDon you dont get banned unless youre being a tool throwing really bad insults constantly, i and plenty others have made complaints about the game and haven't gotten banned,
Unpopular opinion: iRacing needs to look into a ground-up update to the entire game engine. Little by little it's starting to fall behind in comparison to some of its competitors and I think the biggest reason for that is the fact that we're still using a game engine from 2008.
In a perfect world we could have an iRacing 2 with continued support for both the new and original version.
They are allready working on a new game engine. Been giving updates on it, and pictures of it, for a while now :)
it's been behind, simulation wise, on high downforce classes, all the time, not just recently. Monopoly allows to keep content creators grabbed by their balls and keep the narrative afloat.
Just check out one of Matt Malone's latest videos and the thumbnail ... :-D :-D :-D
I have just started in iRacing and I am loving the lower powered cars, the feel of the loss of grip and weight shifting is amazing compared to other “sims”, I want this game to be as real as it can, if I want to have sim lite experience there are other cheaper options, I’m sure most people on iRacing want the sim experience especially and maybe even if it makes the cars difficult and not as “fun” to drive fast
For me fun is definitely very important - I'm okay with some compromise on realism within reason. I'm okay with simulated cars being a bit faster than IRL, especially in cases like Lulham's lap where it's absolutely perfect conditions and the track limits are questionable. It's not crazy that the car could maybe be 2-4 seconds faster than IRL with that in mind. But 9 seconds is not just a bit faster, it's unacceptable for a "sim".
as someone who dreams of being a racecar driver.. realism is everything. this is a massive problem
As far as system go I want to be able to create my own hy-sys maps. The rules are pretty open on the characteristics after the initial "don't do more than this" etc... something like a dumbed down version of MATLAB would be pretty cool. As well as control over behaviour in the pits (engine on constantly, jump started at x speed, only when pit-lim turned off, etc...)
I am so glad that you did this video. I love iRacing, but these thing must be exposed, I dont like that this is happening with these cars.
I agree with you and most of the comments, it's the realism that makes it fun, most of us can't afford the big dollar to buy a GT3/Prototype seat so this is the next best thing, and there always exists simcade titles and modding if you want a more gamified experience.
And even some mods are much more detailed and realistic, see latest VRC stuff
The fun vs. realistic argument is one that will always exist in sim racing. Where do you draw the line? You can have the most realistic car in terms of driving, but what about things like ghosting on the formation lap or in pit lane? Feel better soon, Jimmy!
QOL is always a difficult subject when it comes to games claiming realism, my point of view is I don't mind QOL improvements (like ghosting) as long as it doesn't give someone an unfair advantage somehow.
I think every sim should be as realistic as possible
I do think that realism has to take over fun in iRacing: the players on this game (on the most part) are race fans who look for realism and something that can get you as close as possible to the reality to compare themselves to professional drivers IRL. If you are looking for "fun" there are other sims that are really good but imo iRacing has to put realism on the top of their priorities
But its not realistic.. look at those speed differences, "other sim's" AC, RF2, AMS. they all feel far closers to reality. A sim is a genre with in games, it is a game... real data is good but you need to have talented people making an accurate physics simulation and tire model dynamics to apply that data. I'm not saying iRacing dose not have talented people, they have some of the best, is just the sim based off dated technology and it shows compared to newer titles
@@JallyTee I agree. iRacing need to address those issues with the new tyre model. At my first try on the 499P (i've never driven GTP cars before in iRacing) I was able to do a 2:04 at Spa... Is not a realistic time for me who has barely a year playing iRacing so I knew something was off, and yeah, even for a newbie like me, i really felt the difference on the tyre model. It needs to be fixed
I'm happy iRacing acknowledged this in the forums. Greg Hill commented said they will be sharing more info soon and that they are aware of the issue. Search for the post "iRacing's GTP implementation" in the forums and you'll see the thread (I can't share the link in here). Greg Hill's response is on page 9.
In terms of Jimmy's question... I think the answer of "fun" or "realism" depends on the expectations set by game I'm playing. If I'm grabbing the latest F1 title, as an example, I'm okay with the "arcadey" feel that is more fun to drive. That's the expectation the game is setting, afterall. With iRacing, however... they are marketing themselves as the most realistic racing sim out there, so I prefer the cars/tracks be as realistic as possible, even if that means some of them are a chore to drive. The realism is what I'm after.
Great video, as always, Jimmy! I'm glad this issue is getting a ton of attention right now. It's unacceptable for iRacing to have a hiccup like this considering how much they charge for the service and assets you need to play. I'm curious how this all shakes out. Hopefully it's an easy fix. At least they aren't running from the issue and have openly acknowledged it. That's a good sign imo.
Easy answer; iRacing doesn't test anymore, just for function. Most of the new staff at iR aren't racers, they're programmers and PC people. Good for product, bad for racing.
i hope iracing will fix this
I want as much realism as there can be. to be able to race others with ultra realistic driving is the main selling point of a sim like iracing.
William Chadwick jumpscare, iv seen that dude in many lobbies over the years but had no idea he was so high up in the iracing food chain.
My whole year has been a Will Chadwick jumpscare. IRL and online. I'm starting to think there's more than one of them.
In iRacing, I want realism, that's what I'm paying for. Fun at the expense of realism is reserved for, say, Gran Turismo, or some of the more generously tractioned AC mods.
0:30 Jimmy becoming a noticer
Based noticer
I can understand there being an aero/tyre/etc. problem in iRacing and I personally hope that the gap is closed however they can, but I think that naturally there is going to be times that are faster than IRL no matter what, since there is not really a sense of fear to the sim racer (and yes you can argue that professional drivers know how to drive through that, but I could argue they are merely driving with it rather than being fearless whatsoever. There is always danger in motorsports, the best can just cope/drive whilst knowing that fact).
So the only real solution to the reduction in speeds is to make the cars slower than they are IRL, but thus, that would make the cars less fun to drive in the first place.
Great video Jimmy.
lol... no, the real solution is to SIMULATE the car.
I think it's less about what the players want and more about what the game markets itself as. If you're gonna put yourself out there as a hyper-realistic simulation game then stuff like this just means you're not delivering what you're promising.
Personally i think the new GTPs are super fun to drive, but I'm well aware that it's because they're not at all realistic. I'm a pretty casual sim racer these days so I'll just work with whatever is there and it doesn't really bother me at all. But I can understand why people are annoyed about this and I think it's on iRacing to listen and do something about it.
For now I'll just enjoy the fantasy car until it gets taken away.
It's a shame that the new tyre and aero change has also had a huge effect on the GTP BOP. Throughout 2024, the gaps across the cars were around 0.1/.2. Now we're heading into 2025 with almost 1 second from the fastest to the slowest.. I hope it gets fixed soon
I'm a software engineer, the fact this was allowed to be released with this sort of glitch, shows that iracing has some implementation issues and are not really thinking about the consequences. They must have known this would of happened that players would pick up on these errors. If I did this in my line of work knowing this issue will appear, I would be looking for a new job the next day. Unacceptable iracing.
I'd just like to add that I didn't start to figure out they were too fast. I didn't even install the update I just wanted to ragebait a bit. Obviously they need to do better but having a good feeling car is most important.
what makes the game fun is the realism and comparing my lap times to real lap times seeing how close you can get or even to beating the actual lap of a pro driver.
I'm glad you made this video; hopefully it'll get iRacing embarrassed enough to get it right. :D Absolutely shameful for the price we pay. I know how difficult coding all of this is; I can barely code anything after taking a course in Python. 😂 But they have to give clearer communication on what they can't do, and hire other devs who understand the system better.
As to answer your question: I prioritise realism over how fun a car drives in iRacing, due to the price we pay. In certain sims, I'll take fun over realism though.
It should be a balance between realism and fun. some things con be adjusted in the sim to make it appealing to more people and not just the pros, but it should not be out of touch with reality if it is in the most expensive driving simulator. the majority of people do this for fun as a hobby, but we do this as we cant do the real thing, so it should be believable.
The current state of some cars should be heavily looked at and my honest opinion the cars should simulate real life physics to be honest because it would provide a actual feel of the car
10:16 Definitely realistic. Unless I play an arcade driving game like NFS, which I don't...
Yeah people play games like iracing for the realism, for more arcade games, games like forza and nfs and similar games exist
I really got a taste of how grippy those tires are whenever they had the prototypes open at Daytona. I don't think I have EVER gone through that bus stop on the back stretch that quickly it was insane
I am glad this is being talked about and hopefully fixed. The negative energy surrounding it is confusing to me.
Extreme opinions (someone called iRacing pathetic for instance) is not helping anything.
i think it needs to be a balance between realistic and fun. matching IRL laptimes should be #1 benchmark when making these cars. I think they can add few little changes for sake of fun. For example, reducing draft effect in gt3 has completely killed any remaining fun that was left in that class.
im a realism guy alllllll day long. if an AC mod isnt correct, then that knocks it down several points in my mind. i would normally only even keep it if it had something else to offer, like its the only available version of a car i like. now when it comes to stuff like you mentioned, the fuel flow rate, i see that as more of an accuracy of the RULES rather than an accuracy of the actual physics of the car. so for me, i dont mind that stuff as much. but i still want the car to act as it would in real life. if that means horrific understeer, then bring it on ill crank that souja boy all day and learn how to drive it.
The fact that they shipped this, speaks volumes of the state of this game.
Realism is a priority for me, and I am not claiming there are too many games around who hot the mark.
Finding the the right balance between fun and challenge is what I base my decisions on with mods in Assetto Corsa. If I have to ask myself 'Why did it do that?' then it usually goes out the door. If it makes me grin and work at the same time. If it makes me say 'Okay, I messed that corner entry up', then it is probably a keeper. So for me, reality works up to a point. If it is more work than fun, then it does not matter how realistic it is. I am not going to drive it.
This two are orthogonal
70+kph difference at various corners is utterly INSANE! lol
Great vid as always! Changes like the fuel flow thing I think are conscious changes to improve the experience, but this just seems to be a lacking simulation of the cars. Ultimately, if accuracy if not the goal, there's no point using real car models, so I do think that the basic car should drive right. Thanks for another great vid :)
Definitely realism. I have to wonder if this isn't the case of "simply" reducing how much downforce the cars make. I hope it is a simple fix and we get it soon, even though I personally do not race these cars.
Honestly would love that iRacing grabs the biggest series and the most driven cars and make it more realistic. I think GT3s are not realistic because of tires and sound. Never driven a GT3 in my life but looking at videos from IMSA and other they sound very different and they don't lose grip from nowhere
On the fixed set for prototype challenge at Spa, I was hitting 2:00:000 to 1:59:000 in Qualy as a 1.5k iRating driver, and 2:00:000 to 2:05:000 in race trim. Porsche 963 GTP.
For true sims, realism over all. That's the whole point of them. For more simcade-y games, there can be some leeway, as long as it still feels right (but defining that can be tricky).
10/10 realistic. Been binging iRacing over the last week, and honestly it's the not even the best arcade racing game on the market. I get the appeal with the ease of use aspect, but I can't for the life of me understand how this is defended by its zealots as the best sim out there. Not even close.
It's like they saw our complaints about the gtp wet tires last patch and said "fine! Then the car shall never break traction again"
Fun is most important and fun in sims comes from the feel of driving. Unrealistic physics often mean worse feeling. iRacing has a big issue right now primarily with the feeling of the cars, every aero car they put out recently feels like its hovering above the asphalt and has too much grip. Compare the old F3 car to any new formula or gtp car and you'll see what I mean.
Though question there at the end. I think most sims handle it pretty well, with being quite realistic but having some points where fun is more important (like the fuel thingy you mentioned with the LMP 1 cars). Plus, there are a ton of sims out there who each handle different aspects in a different way, so there is also a nice collection of sims to choose from depending on your taste.
This speed difference goes to far though, this should not have a place in iRacing
Per your late question, I think realistic, BUT more than realistic cues that help you feel the car.
Tetre Rouge has been *just about* flat with those cars in iracing for a while now so definitely not a new problem but seems to have been exasperated with the new tyres for sure. Personally, I don't mind if they're a bit faster than the real cars but really want the car's systems to function correctly.
These are supposed to be top level prototypes and so should come with an appropriate learning curve to be able to get the best out of them. We should have to sit down and work out how best to apply the hybrid system, those hybrid systems should be complicated and cold tyres should be lethal as opposed to beating the real world pole time on lap 2 with full fuel and no worries about how the car is set up.
If people want to jump in and drive a fast prototype, LMP2 exists and is great fun.
Sim for sure. We are on Iracing for this reason !
I was asking myself the same question when I was coming out of rookies and started to use cars that are supposed to have actual working ABS. I was kinda wierded out by the fact that going into ABS is actually almost as bad as locking up in some cars.
Then I realized thanks to your video on the BMW M4 that they are just not working as in reallife. Has the iRacing community just accepted these things or is there activly work done to pressure the devs to make at least some changes?
I heard from one of the Hybrid drivers (porsche) that they change the car setup on the fly for every corner… that means that iracing wil never ever get this correct
Realistic is one thing, but it doesn't have to be authentic. Believable, is probably the word I'd use, meaning that I can believe a car will behave like it does in the sim. It doesn't have to be exactly like driving the real thing, but I need to believe that it is pretty close
It feels illegal it be this early
I personally would prefer the virtual cars to be as close to the real cars in realism as possible. But it's not a mandatory requirement. It's more like a bonus more than anything. Of course I don't want anything too crazy like braking at the 150m board at T1 Monza going 500 kmh and still making the corner. As long as the car's fun to drive, look at, and sounds good, im a happy camper.
This is Gran turismo 7 physics
Part of it maybe from the data they get from the manufacturer and teams that work with them. Not sure how to fix it as I'm sure it is a very complex process but the car sounds amazing.
c'mon everyone please give all things time.. every aspect of the iRacing sim is constantly evolving and improving, it just takes time to iron stuff out.
I think most, if not all, sim racers want to be actual racing drivers but are not fortunate enough so we have to settle for the next best thing which is sim racing, because street racing is frowned upon.
Therefore, I’d say realism, as much as possible.
I dont race these cars, but i do race gt3, and comparing iRacing real life footage and Lemans Ultimate, the aproching speed is muche bigger in the first one, witch in my opinion and experince makes driving the slower classes more difficult and less fun.
Make it as close to the real thing as possible. If it's hard, make it hard, keep the non enthusiast away from it. This will improve the racing massively
i think there is fine balance that has to be had between realistic and fun. the fuel flow stuff you mentioned is not fun so it makes sense for it not to be there. i think lap times so be fairly close when temps are the similar though.. having to put the car into different deployment and r3egen modes could be interesting think there could be default simple in the "fixed set up" but when in other set ups allow you to change it on the fly for an optimal lap time. i don't the cars to be so complex that you need a user manual o drive but i do want them realistic.
The new tire model is very accurate and actually quite good. The problem that we are experiencing is that everything in Iracing was designed to be “simulated” on the old tire model which was totally unrealistic. They made the prototypes too good to seem realistic on the old model. Now that the model is good, it’s way faster.
Another car that this will stick out on is the 992 cup. It’s currently imo the worst modeled car on iracing, and it’s because it’s a super mechanical grip dependent chassis on a horrible tire. It currently, no updates, goes faster than IRL. With the new tire model it will be several seconds quicker than irl
I think iRacing tried to fix how terrible the wet tires on GTP used to be but added wayyyy too much grip
The issue being that the LMP2 cars use to dog the GTPs in the wet. But they addressed this issue with an over reaction
I have almost any sim except iRacing, and I am happy with it, this problem is unbelievable. And it is subscription based, what a shame
As a driver I can say that I would like to have two separate types of simulators, one that is as realistic as possible, like iRacing tries to be, and another that is more about having cars that are fun to drive like AC.
iRacing does NOT try to be the most realistic. IT SELLS ITSELF as the most realistic. lolol...
Ok lads, time to all jump into the Lotus 49 for realism 😎
I choose eealism pace and handling over ease of driving, always. Racing cars on the limit should be tough to handle anyways, also with the complex hybrid systems and deployment.
I’m in the boat of enjoying better road feel and fun more than I enjoy super realistic. I’m also bad at driving and racing. I suppose that means I prefer the simcade vibe with really amazing road feel.
It’s silly how fast they are, but it is fun to drive them. I’d like them to be more realistic but I’m n it going to get mad about it.
The LMP1s had a fairly authentic implementation of the hybrid system. I didn’t start driving them until late in their lives, but I recall everyone would just turn the system off and use push to pass.
I want both. That is why I do not race the really fast stuff on iRacing. Just not fun in my opinion to drive that stuff. I rather drive the slower cars fast. But, that is me. Most of the low and mid tier stuff seems more accurate and more fun on top of that.
I think a car being realistic to drive makes it fun and of course adds to the feeling of being in a sim rather than like a more acrade-ish scenario. idk if that makes any sense.
In real life I want cars to be fun, in a "game" I want them to be fun, but in a sim: realism every time.
That said, realism of how the car drives is very important, getting the performance level right is close behind in terms of priorities.
Having every detail of what happens in a car though, that I don't think matters so much - for example: do we need to model things like an RX-8 having a 50% chance of running out of oil before it finishes a lap, or any pre-2005 Alfa dropping its gearbox onto the road every time you shift?
I'd say what matters is: do the control inputs and how the car responds to those inputs translate to a realistic experience. You want things like temperatures and fuel use, but having to manage every tiny detail isn't necessarily a deal-breaker - even it'd be nice to have the option to do so.
I’d say bop would be 1-2 seconds, and another 1-2 maybe because iracing track limits are wider, maybe 1 more due to way too much time spent on setup. That still does leave at least 4-5 seconds to explain
Going to ams 2 for a year to chill and have fun . Will get back to racing later
I say this about most sims… I feel like i get to the top 5 percent of most of these “sims” nowadays and people just start driving more like a video game than irl
Now I see the irony in that statement but I feel most skilled or practiced people know what I’m saying…
Be it gt7, AC, Iracing, world record times are 2-4 seconds faster than irl times… I’d say iracing and ac are definitely some of the closest but still I see leaderboard times 2 seconds faster than what they drive in real life
I struggle to adjust bc I know I can go faster on the sim and just drive regular racing times, always keeping me around 1-2 seconds off leaderboard times
Exact same as with the Porsche, and nearly the exact same time at Spa... And of course realistic driving is what we want 🤘
Thank you for this video. Hopefully, things will finally change for the better. Realism, please.
It all depends on the type of game. In iRacing I want it to be as realistic as possible. It's a pure sim, and it markets itself as such (and charges top dollar for it). Some small compromises are acceptable, like simplifying a bit the most complex hybrid systems, but keep them to a minimum.
In other games, like Gran Turismo or Forza, I don't mind if they make more compromises in the name of gameplay, be it because it's more fun or more approachable. As long as the cars are roughly in the same ballpark as in real life. So, a GT4 obviously shouldn't drive like an LMP1, but I don't mind if LMP1s and LMH/LMDh are closer than in real life. Also, they have way more cars and car classes so they obviously can't afford to spend the same amount of effort in each car as iRacing does.
It's NOT a pure sim. It's a SERVICE who markets itself as realistic sim. The GTP class was already grossly wrong for 2 years now. lololol...
Realism is way more important than making a car fun to drive.