Anyways, it's
For high ride frequency cars, that's where Assetto Corsa's physics engine fundamentally falls apart, even when not considering the tires.
OK, and there is a / are massive flaw/s in the ISI physics engine going back to the 1990s regarding weight/gravity/momentum and it affects every car, not just "high ride frequency cars":
- it also allows the driver to go around corners without hardly using steering lock
- it often makes cars' slip-angle
become the direction of travel rather than
be relative to the direction of travel (vehicles often change their direction of travel as if they can stop and turn 90 degrees on a dime [no momentum] and start driving completely across the track
rather than forward just because the rear-end rotates. This only happens in real-life and other sims in extreme and un-common situations.)
- it often makes cars' oversteer seem like the car is not actually oversteering but just turning more and more and therefore changing it's direction of travel
- it often makes cars snap-overcorrect the other way if you don't return your steering wheel back to centre almost immediately rather than holding the wheel stationary during the middle phase of oversteer (once you've caught the initial swing-out of the rear) - this is completely opposite from reality and many other sims (again, besides some extreme, rare situations)
- it sometimes makes the cars prone to snap-overcorrect if you apply steering lock to correct the slide, therefore, there are times when you only need to apply a very, very small amount of steering lock (completely unnatural and unrealistic) and almost just keep the steering wheel centred to save the slide because if you actually try applying opposite lock then the car will just snap-overcorrect the other way.
- there are times where you just turn your wheel a little to correct a slide and then you need to make sure to just keep the wheel there, don't move it, and just sort of wait for the car's slide to finish on it's own. You just sit there and wait because if you try adding opposite lock (beyond an unrealistically tiny amount) the car will just snap-overcorrect. You just have to wait and wait for the broken phsyics to do it's thing
In all versions of the ISI engine from the 1990s (SCGT) to present day (RF2), everything I pointed-out above can be reproduced and repeated time and time again (just like what science uses in the validation process: repeatability). It's
slightly improved under the rFactor 2 version of the physics engine but still completely different to real-life as-well as Netkar Pro, KartKraft, Live For Speed, Assetto Corsa, Drivers Republic Alpha, and possibly iRacing (haven't driven it much lately).
Associat0r, why did you rarely ever post in the dev forum to contribute with anything especially on the simulation side? You love posting everywhere else not accepting anything that isn't praise about the game.
Ya, and he has to make sure he applies a "Haha" smiley face to absolutely every single user's post against RF2. Associat0r is a complete shill. I wish everyone here could see how, on Steam chat, he used to totally litter me with messages and links - one after another after another after another - of posts and threads all over the internet from countless sites and countless threads telling me to go in their and defend RF2. Unbeliable. I think it's a sickness or something (not being facetious but honest) either that, or he's paid (which I doubt).