Straight 4 Studios Surprised Itself With Project Motor Racing Tire Model

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Image: Straight4 Studios
It is no secret that Straight4 Studios have big ambitions for Project Motor Racing. A new insight video explains the intricacies of their physics engine - and it will be going very deep.

Realism is key in sim racing, of course, but trying to depict race cars perfectly accurately in a virtual environment is no easy feat. For Project Motor Racing, developer Straight4 Studios aims to go at least one step further, however: Their physics engine looks seet to be extremely in-depth.


In the latest video insight into the project (a series called Roots: Drivers Wanted), Straight4's Principal Vehicle Programmer Ben Ponsford explains some of the challenges and goals in Project Motor Racing's physics simulation, noting that real race cars can often feel slightly different to different drivers in the same or very similar conditions.

This is due to the complexity of a race car. In a very basic way of looking at it, there are a few main factors that influence how a car behaves - its tires, aerodynamics, weight and power, first and foremost. Of course, there is much more to it - and Straight4 aims to simulate more of these intricacies. One of them even came naturally via their SETA-based tire model.

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Straight4 Studios secured a publishing deal with GIANTS Software of Farming Simulator fame for Project Motor Racing.

Big, Positive Tire Model Surprise​

"The biggest surprise we had was during development of the tire model. We ran it in a test environment at various different frequencies, and if you run the frequency at tens of thousands of times per second, you start to see this emergent behavior", noted Ponsford. "You get an initial peak of grip come out of a tire laterally, which very quickly fades away and then goes back to the normal slip curve behavior that is much more known. We have not seen this sort of phenomenon mentioned in any sort of publications, but race drivers talk about it."

He continued: "They talk about this bite the cars have, an immediacy to the turn-in that happens before they settle into the corner. We were able to see that it is actually a real thing, and it pulls out of the tyre model naturally, which we were pleased to see. That was the coolest thing that we've got out of the new physics."

There is more to it, too. The Project Motor Racing physics engine will run at a refresh rate of 720Hz, "but that is only the tip of the iceberg." While the vehicle movement, tire info and deformation, and the suspension operate at this frequency, but Ponsford also highlighted the various driveline components and how they interact with each other - which will be simulated at 7.200Hz.

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Image: Straight4 Studios

Straight4-Reiza Cooperation Possibly Helped​

The SETA tire model is also present in Automobilista 2 via the Madness Engine - to which some of Project Motor Racing's team are connected via their work on the Project CARS a few years ago. AMS2 developer Reiza Studios has made big progress with that tire model and is set to release a big overhaul in this area, among many others, with their upcoming v1.6 update.

In May 2023, Reiza and Straight4 announced that they would be cooperating, and Straight4 CEO Ian Bell specifically stated that he was "enormously impressed with what Renato and his studio were able to create in terms of feel and handling with Automobilista 2." It would not be far fetched to think that this tire model progress also benefitted from this cooperation.

Physics-based Internal Combustion Engine Model​

"And the new internal combustion engine model we've got is actually very much quicker than that", according to Ponsford."We actually simulate every two degrees of crank rotation. That means something like 36.000Hz for typical RPM range that the race car engines will be running at."

The internal combustion engine model is based on physics attributes as well, such as the number of cylinders, an engine's bore and stroke and more, with them having an (ideally) accurate effect on torque curves and other aspects of the engine's behavior.

While this may sound complicated, it should - at least in theory - result in a much more accurate simulation of the driving without making it more difficult, but rather more natural. We are certainly keen to find out how this translates to the feel in our rigs once a playable version of Project Motor Racing becomes available.

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Blending Driver Feedback With Data​

And it is not like Straight4 are simply relying on the physics engine to do its job and call it a day, either. For one, the studio works with Handling Consultant Ben Collins to gather feedback, and on the other hand, they acquired all the setup data for their hero car featured in their videos - the Lister Storm GT that @Michel Wolk and I got to see up close at Silverstone earlier this year.

"That allows us to see how the real engineers, over the course of its career, have made changes from track to track and over time as they've learned things", explained Ponsford. "We can go back and look at that data and try to understand, why have they done it? Does it make sense to us with the model that we've got, does it always feel like an improvement? Because it should do.

"We can also look at the track-to-track setup differences they made, and if we should be able to apply those same differences that they've made and it should work in the sim as well. That would also just verify that the whole detail of the model that we've got is correct."

What are your impressions of the physics engine insights for Project Motor Racing? What would you like to see in the sim? Let us know in the comments below and join the discussion in our Project Motor Racing forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Interesting, the video series so far show a lot of cool real world footage, etc.. Though I would have rather hear if they were able to pull any data out of the Lister, or installed anything that could illustrate real world behavior. Ben Collins + setup sheets still not impressive in my opinion.

I also think they are not in a place yet to compare themselves publicly with other sims - "other sims missed the mark" is a bit funny when themselves have missed a whole game for 7 years.

I do hope something comes out of this project.

*Grabbing popcorn for the comments* :D
 
Sounds great regarding the physics, an cooperation with Reiza is great since AMS2 has great handling/physics/tires too.

Let's hope that VR gets quad views. Then its all good.
 
OverTake
Premium
Interesting, the video series so far show a lot of cool real world footage, etc.. Though I would have rather hear if they were able to pull any data out of the Lister, or installed anything that could illustrate real world behavior. Ben Collins + setup sheets still not impressive in my opinion.

I also think they are not in a place yet to compare themselves publicly with other sims - "other sims missed the mark" is a bit funny when themselves have missed a whole game for 7 years.

I do hope something comes out of this project.

*Grabbing popcorn for the comments* :D
They did run the Lister specifically to get data (and to scan it for a 3d model), so it wasn't just those two factors. Was cool to see them tackling this with a hands-on approach instead of simply relying on a bunch of manufacturer data and some driver impressions, but rather data they collected themselves and impressions that were still fresh on Ben's mind.
Although I gotta say it was hard to focus on the Lister because, as cool a car as it is, there were so many other insane cars on track that day :D
 
7200Hz?

As long as I get the change to revisit the shrill noise from that Lister Storm GTS' 6200rpm from its 7.0L V12, and a fierce suspension and tires to work with - and it's actually simulated trustworthy, just as with GTR2, well in that case 720Hz refresh rate is all good in first place.

7200Hz refresh rate only becomes relevant with a top notch state-of-the-art sim engine.
Will this be delivered from Straight4?
 
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Nice talk, nice numbers, let's see how it drives. And how it perfroms on consumer hardware. Computation is not free, if you can do it a lot of times and it runs well, then it must be simplified, from my non-coding layman perspective. Correct me if I am wrong (I am sure there are nuances).

Was it Forza Motorsport where they said how they dramatically increased the refresh rate of physics? I don't see them being very popular in the simracing scene...

That said, I am looking forward to any new sim, including this one, don't get me wrong. But this number game means nothing from past experience.
 
The proof will definitely be in the pudding on this title.I thought the Project Cars series was quite good at the time,with some nice content but ultimately not a sim in the long term that I would keep returning to or play for hours.For me it lacked custom championships and the career was bare bones,and without customizable AI the racing was not close enough.Time has moved on since then and Iracing for me is the benchmark with AI and has the bonus of being able to use car sets from Trading Paints.
 
Nice talk, nice numbers, let's see how it drives. And how it perfroms on consumer hardware. Computation is not free, if you can do it a lot of times and it runs well, then it must be simplified, from my non-coding layman perspective. Correct me if I am wrong (I am sure there are nuances).

Was it Forza Motorsport where they said how they dramatically increased the refresh rate of physics? I don't see them being very popular in the simracing scene...

That said, I am looking forward to any new sim, including this one, don't get me wrong. But this number game means nothing from past experience.

Agree 100%, it would be nice for the project to help propel sim racing choices to new higher levels. But they said the exact same things about the Madness Engine tyre model etc. Reiza found flaws with the Madness tires and are still working to correct tire behaviors.

If I can test PMR via a free demo I'll give it a try. Marketing is just that, I prefer to judge them on results, or lack thereof.
 
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It must be 720hz, not 7200hz, right?

According to the video, it's 720Hz for one area with the others listed 10 times greater to give 7,200Hz. He also mentions the engines being around 36,000Hz due to crank rotation modelling.

What will be interesting is, getting all the cars to run with the same physics, which PCars did not do from memory. So you could corner flat out to the limit of your player car physics, but AI could overtake you and make you look like you were driving backwards because the engine wasn't powerful enough for the AI cars to run the same physics we had whilst driving.

To echo Peter's comment above, this is exactly the type of thing Forza Motorsport claimed would propel Motorsport to new heights. Personally that didn't work for me. Interesting times ahead for sim racing for sure, let's hope they can pull it off.
 
Project Motor Racing looks much more exciting than AC Evo, especially in (seemingly) pushing technology further.
 
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I like the tire talk, I want to hear more and what they truly mean by all of that. Because it is easy to interpret it how I want to interpret it. Don't forget about aerodynamcis, which also is a first order effect for grip.

AC community seems to have had rejected physics, as they all feel like they have everything there is to be had. I agree due to this reason, this is almost more interesting than ACE, which induces almost no physics topics at all.

Obviously Kunos has settled themselves in the physics department, and had no where to move as long as people literally demands them to stay the same. Ian Bell projects has a ton to improve, and it would take more than just to pay up Ben Collins to say what needs to be said, pay him to actually judge the physics for real.
 
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I'm just baffled to read the name Ben Ponsford again, if there isn't a second vehicle dynamics specialist with that name. He was a setup guru in the Live For Speed community back in the day, programmer of the tool VHPA.
 
7200Hz?

As long as I get the change to revisit the shrill noise from that Lister Storm GTS' 6200rpm from its 7.0L V12, and a fierce suspension and tires to work with - and it's actually simulated trustworthy, just as with GTR2, well in that case 720Hz refresh rate is all good in first place.

7200Hz refresh rate only becomes relevant with a top notch state-of-the-art sim engine.
Will this be delivered from Straight4?
I remember these at Donington two years on the trot for the British GT championship, outstanding cars, combined with the Viper V10 and the Speed Twelve they made an awesome spectacle, however the it was Chevy engined Marcos shook the ground and the and the other TVR the 400R's that were ear splitting.

As for the sim from Straight4... I'm looking forward to it, and ACE too, I won't sit in only one camp.

Oh yeah, Ian I've not had my newsletter again! :coffee:
 
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