Can anyone tell me how the rain works in Project Cars 1 and 2 (and Automobilista 2 if you'd like as they all use an iteration of the Project Cars engine)?
Is it physics based? In what ways? In what ways is it not physics based?
Is every part of the track equally wet?
Are there puddles?
Are the puddles and more wet looking areas compared to other less wet (but still wet) looking areas just graphical or physics-based too?
If there are puddles, are the locations and size of puddles scripted or is it based in real-time according to the 3D geometry modelling of the track?
Does the track dry according to where cars drive over?
Can we trust what we see graphically - wether a part of the track looks more wet, more dry, a deeper puddle, a less deep puddle - to be reflected in the physics or is a lot of it just graphical, or are some aspects of it physics but some are only graphical?
If there are drying lines generated from other cars, is the drying line 100% based on where cars drive over or is there also a scripted drying line that also occurs?
Is there any benefit in some types of corners / cars / tyres / track conditions to ever experiment with driving off-line (when driving offline can sometimes offer better grip in the wet, also known as the "karting line")?
Can some types of kerbs and painted surfaces be extra slippery relative to other parts of the track when it's wet?
Please share any technical aspects of the wet weather physics driving model that drivers/players should know.
Is it physics based? In what ways? In what ways is it not physics based?
Is every part of the track equally wet?
Are there puddles?
Are the puddles and more wet looking areas compared to other less wet (but still wet) looking areas just graphical or physics-based too?
If there are puddles, are the locations and size of puddles scripted or is it based in real-time according to the 3D geometry modelling of the track?
Does the track dry according to where cars drive over?
Can we trust what we see graphically - wether a part of the track looks more wet, more dry, a deeper puddle, a less deep puddle - to be reflected in the physics or is a lot of it just graphical, or are some aspects of it physics but some are only graphical?
If there are drying lines generated from other cars, is the drying line 100% based on where cars drive over or is there also a scripted drying line that also occurs?
Is there any benefit in some types of corners / cars / tyres / track conditions to ever experiment with driving off-line (when driving offline can sometimes offer better grip in the wet, also known as the "karting line")?
Can some types of kerbs and painted surfaces be extra slippery relative to other parts of the track when it's wet?
Please share any technical aspects of the wet weather physics driving model that drivers/players should know.
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