Cascavel, Curitiba, Goiania and Taruma are all fun. In general - I enjoy the Brazilian tracks in AMS 2 (that I've driven so far). I don't really like modern Monaco either - unless I was to use something really small like a 250cc Super Kart. I also think Laguna Seca's a bit overrated - but I can still make these fun by driving small, nimble single seaters (although there's a couple of sections in Macau that are pretty much single file). The main ones I can think of are Macau & possibly Long Beach. Tracks I dislike - really tight tracks, with too many sharp corners - where you're alternating all the time between hard acceleration, then slowing right down again. Willow Springs, Road Atlanta, Road America and Watkins Glen are four American tracks I enjoy. I also find Silverstone to be a bit of a snooze-fest, but again - I can see the appeal of it - but for some reason I don't really like the flow.įavourites off the top of my head are the Nurburgring 24H layout, Bathurst, Historic versions of Imola, Interlagos, Kyalami & Oulton Park, Pukekohe, Manfeild Park, Hampton Downs, Teretonga & Highlands (last 5 are NZL tracks) and the Historic version of Interlagos. Cadwell - I can see the appeal, but those really tight sections are a pain, unless you're driving a really nimble single seater. Not saying it's a great track (and it is darn ugly), but it actually is a rather challenging track to get right and I always have good racing there in F1, Raceroom, and ACC.Ĭlick to expand.You're definitely not alone. I don't understand its popularity, however. I'd rather have proper road course or a proper oval. Don't really enjoy the Daytona or Indianapolis road courses in R3E. It's just stunning.ģ) Sonoma-Have raced all kinds of cars there in Raceroom and have a blast every time.ġ) Silverstone-for some reason I'm just not that fast here in any sim.Ģ) Brands Hatch-I do fine at this track just don't find it to be that fun.ģ) Rovals. It's also a track where spending time on setup is rewarding.Ģ) Kyalami-do a 24 hour accelaerated clock race there. No super-long boring straightaways but at the same time it's not impossibly difficult to keep the car on the track.
The research is one of the biggest parts in making car physics, so is judging them too.Īlso people who does car physics has to be good drivers, or have good testers.1) Curvelo-love racing GT3/4 and the stock cars there in AMS2. We can find a lot of hints about car handling in videos, interviews. Some cars might start feel like on the limit very early though the true limit is far, some cars might go closer to the limit and still give plenty of confidence. I think that if you understand car geometry and some other stuff about physics, then in simulation you don't need much effort to make a perfect handling car, all work goes into characteristic details and imperfections, exactly the opposite from development of cars in real life.īasically the way I understand cars I'd say that all cars should be easy to drive, but put you on your toes as soon as you'd start pushing them. But it is good enough.Īt the precision level only good data and proper usage of it can prove things.Īctually if we would use the method of elimination, then I would take physics that are more likely to be "too hard", and make them closer to reality from there. Of course it is very limited, and we can only tell roughly.
The difference comes from knowledge and observation. I think we never really can do it, nor we could do it if we actually have driven these cars IRL.