Well, suspension physics need some work, too. There is no fast bump/rebound because the fixed 360Hz physics rate isn't enough to handle faster shocks without instability. That's another key to these cars, especially ones like the NASCAR stock cars where VERY stiff slow rebound is used to seal the splitter to the ground.
Given that not only multibody code but other things were brought from NR2003 - I don't recall if, back then, there was criticism of this as well? NR2003 had, if I recall correctly, a tick-rate under 300 Hz (VHPA author admitted a 288 Hz rate), and probably even lower for tires.
Anyway, you don't need to up the tick-rate - just, as you suggest, iterate suspensions 2 times faster, even possibly decoupling the suspensions and running them at higher tick rates. As I see it, at 400 to 500 Hz you have more than enough to run reasonably "accurate" suspensions, and if at certain intervals you temporarily up the tick-rate then the results should be quite satisfactory. There is more than one strategy for this, I just can't easily accept the current tick-rate as the sole limiting factor for this.
But still, tires are the weakest link of the simulated elements. Obviously, can't say much about aeros - all we have is what we have available in the "garage" section, which is, at least for me, both insufficient and not revealing enough about the internals of aerodynamics. ISR TV had a piece at the development headquarters and they said (then) aeros were undergoing a big rework. Hope so.
But that doesn't mean they can rest on their laurels, being fun doesn't mean it's accurate yet.
Yes, and that is what my contention has always been, even at iR forums, even under all the flaming that usually ensued as soon as someone wrote a serious analysis of things that were not quite right yet. If all that iR (or AC or rF2) is revolves around fun (the notorious fun factor that seems to supersede everything else for some people), then why is it that we have to spend 10 times what we spend with a console game such as GT5? Want fun, stick with console gaming, fun enough I'm sure. Want to experience seriously realistic virtual racing? Then, regardless of not being perfect, NKP, Race07, GTR2, rFactor and iR should be exactly what you (we all) are looking for.
I wouldn't say flawlessly, just well enough. Every tire model makes some assumptions, they just need to be accurate enough to result in believable behavior. There's always error, it's about getting that error below the threshold where it's noticable.
Ah, but it is nonetheless a requirement. With semi-empiric models, or especially those that bring together MF and physically based modelling, you are sure to get some results because we have data for that (what tire companies sell, per set, at a very high cost). Maybe not easy per se, or immediately successful because of it, but having that data (tire parameters, raw data points from which to extrapolate curves) makes it possible to derive the behaviour.
Ah, but...most tests do not go beyond certain slip ranges? Or they don't explore the relation between pressure variation with heat, degradation and load? And what about speed, extreme camber angles and dirt on the test platform? Well, it is doable and it has been done (often enough) in the past: perform specific (and
costly) tests, thereby extending the range of data to allow for a more comprehensive behaviour envelope - which makes it usable (with little speculation) for racing simulation purposes. There is and always will be data noise and conditions that may not be quite "spot on", but if race engineers are satisfied with it then I can only accept its validity.
What type of data (and collected by whom and how, under what circumstances ) does DK (or AJ from C.A.R.S.) have to validate his own model? What output will it conform to? Problem is, a lot of iR zealots are under the impression that because DK is building (or has built) a theoretical/physically based model, then the tires will behave like...real tires, just like that, as if by magic. Very few dare ask the right questions. It is akin to expect some computer genius to spend years reading books and staring at the night sky and watch balls go up and down and...suddenly, this computer genius comes up with a new theory of gravitation that will allow for accurate predictions. How? Oh, he uses a few constants, a few planets and stars, considers the influence of this and that....and voilá. Hmmm....
As I said before, things are not what they seem. It may glitter, but it may not be gold.
If we're setting fast laps on lap 6 instead of 7, or we lose 8% grip at huge slip angles instead of 6% or the tire tread lasts 71 laps when it should last 75, that's probably close enough.
Then, why change from semi-empirical to his "full physical"?
The only way to dismiss tire company data (which we use in MF related models) is...to build a real tire. Build one from the ground up, collect all the data as it is being built, perform all sorts of tests and build models from it. But then, you will only have ONE type of tire available for your models. Different companies have different construction strategies and tech, even the tires from the same brand and series are different from one another, let alone tires from different brands and compounds.
The big debate, I think, is over whether people think DK can pull it off or not, with sub debate over how long it will take him.
I have my opinion on this. I discussed this at length with people that know a lot more than I do, and people from within the industry. The end result of all these "physical tire models" that rely on their own assumptions solely, we're sure, will be no more valid than the tire model ISIMotor2 uses, or NKP's, or even LFS's. But hey, that is my opinion (and theirs) only.