You must know by now that you made an uninformed statement, but I'm going to feed the fire; why is it inherently inaccurate?
Issues with Assetto Corsa's tire model:
1) The tyres can explode, but the game engine has issues simulating delamination, going flat, punctures, damage to the tire's sidewall from contact with a wall or another car, etc. These issues with tyres occurred much more commonly in racing back in day, and the cars we are modeling sure are historical artifacts.
2) Single contact point of the tyre results in unrealistic simulation. For example, a tyre will at some point go off the edge of the pavement, over a curb, or sharp bump of some sort; when that happens with a single contact point the tyre will go from nothing, nothing... boom instantly everything... nothing again. Unlike in reality, and many other sims, where the edge of a tyre will contact the bump and go up, angling the tyre but not raising the tyre all in one instance. A single contact point creates a much more unstable and unrealistic physics engine and overall driving experience. This is magnified with vintage cars, which if you are going to be driving them on period correct tracks there will be more bumps and roughness. Which, as I explained, a single point of contact will struggle with. However, instability isn't even the end of the issues with a single contact point. Contacting a curb for example with a single contact point tyre will result in a big spikes in load and rolling resistance, alter traction and mechanical grip in an unrealistic way, and it will affect a locked differential as well driving more torque into the outside rear tyre. Thus a single contact point tyre affects the entire feel and handling of a car, and it is even more pronounced with vintage cars.
3. Limited flex of tyres. There is tyre flex, but not in all dimensions (only laterally and vertically). Though the simplicity of coding tyre flex in AC is nice from a programmer's point of view, it is clearly not perfectly accurate and that is one reason why Assetto Corsa Competizione has tyre flex in 3 dimensions in order to help increase realism. Other sims have 3d tyre models which would even more accurately model flex. Tyre flex is a huge deal in older cars.
4. Lack of flex in wheel rims. IER stated that no public simulator simulates wheel rim flex, which I believe is true, and ultimately it doesn't really matter that much for modern cars. However, I have been researching about how wooden wheels would flex, take damage, splinter and disintegrate, etc. Wooden wheel rimmed cars drive very differently then cars with metal wheels. I am sorry, but it is just impossible to perfectly recreate the experience and feel of driving a 1906 Itala without that modeled in the game engine. Further, even the wheels on cars in the 1930s and 1950s have different characteristics then modern cars. Hopefully AC2 will remedy this large gap in physics engines, so then my studio could update our Dawn of Speed pack for AC2 with even more accurate handling and physics.
Now this is not to say that these issues cannot be mitigated through other lines of code in the physics. Clearly they can. As the director of mod creation at Casual Sim Studios it is my job to ensure that we are overcoming these issues as best as possible in order to deliver an authentic historic simulation racing experience. As mentioned in an earlier post, our goal is to strive for an authentic feel over perfect statistical accuracy, because we recognize the limitation of certain aspects of the Assetto Corsa game engine.
I brought this up originally not to hate on a nearly decade old game engine, but rather to explain why CSS is taking this specific approach to designing the physics of our cars for AC. IER wished to discuss this in further detail, and I have obliged. However, if IER would like to continue this conversation, for the sake of everyone on this forum, I'd ask that they direct message me and we can continue our very nerdy conversation. Cheers.