Lack of slick tire compound choice

After driving the 1992 DTM BMW and some GT3 cars, I was a bit disappointed in the lack of tyre choice. There was just one slick compound. I would have expected a choice of soft, medium and hard. Or I'm I missing something?
 
Ya, I have been campaigning for them to bring in the harder compounds for GT3..I get tire stuff is a big deal and you want to get it right, but on some track you can not get the tire wear correct, and until the harder compounds come out, we have to just deal with it. They have said it is coming though.
 
Good to hear they are coming. But after nearly two years of dev. its taking a long time. I would rather have them improve the current cars, tyres etc rather than keep bringing out new content.
 
After driving the 1992 DTM BMW and some GT3 cars, I was a bit disappointed in the lack of tyre choice. There was just one slick compound. I would have expected a choice of soft, medium and hard. Or I'm I missing something?
Why do you think these cars should have multiple compounds available? Most GT3 series only provide a single (hard) dry compound. In general only F1 has offered plethoras of different compounds, in most other series you get one or two at best.
 
Ah... I see that shows my ignorance of GT3. I'm not really a big fan of GT3 and don't follow them in the real world. But after trying cars in AMS2 the only option was for soft slicks so maybe thought there should be other options. I prefer the old DTM cars really.
 
Ah... I see that shows my ignorance of GT3. I'm not really a big fan of GT3 and don't follow them in the real world. But after trying cars in AMS2 the only option was for soft slicks so maybe thought there should be other options. I prefer the old DTM cars really.
Well idk why they are called "Soft", it doesn't really mean anything when there's just one compound. They should just be called "Slicks". They last for a full 60-minute stint, which is typical for GT tyres.
 
I would beg to differ on them lasting 60 mins..On tracks like spa where you have an almost equal amounts of lefts and rights they will last a reasonable amount if the track is not hot. However, on a track like Bathurst where the right side gets lots more force going through them they tend to lose tread at an alarming rate and believe me I have tried every option to shift some of that wear to the other side. In all honesty the real set up solution would be a harder compound. To be honest I am not a huge real life GT3 fan myself and do not know what the actual rules are for this sort of thing, but I personally believe it would be a good solution. I get that Rieza works hard to make a realistic game but it would not be reasonable to expect them to be able to model things like tire wear through setting such as how stiff the springs are and so on. I believe they sort of do in the respect that how much rotation the car has affect tire wear and springs affect rotation, but it would be near impossible to dial it in for every track and car combo. That is why more compounds would offer a simple solution for people wanting to get balanced setups.
 
Interestingly enough, after a bit of research, last year in the DTM it was decided to use a single tyre compound under GT3 regulations, opting for the medium rubber from Michelin's range rather than a softer one.

 
I would beg to differ on them lasting 60 mins..
Hey just as a kind of experiment then check out on the HISTORIC Interlagos how many laps the tires will last.
Im saying this because at least the F-Reizas tires on this track will only last about 1½-2 laps before they get dark red and begins to melt.
I dont know if it matters but Im talking about TT mode - and can say that this is anything else than realistic.:roflmao:
 
Ya, the issue that comes up with tire wear is a question between realism and game play..Every game has to walk that line. Personally I would like for tires to not have such dramatic tire wear as they seem to do, However, I have noticed that excessive tire wear can be the sign of an unbalanced setup. Which is to say, if you are making a car for a hot lap then you dont have to contend with this so much, but if you are setting up a car for a race you need to be super aware of how the tires are wearing. I have also noticed that the ARB is the critical factor in this. Rieza seems to be dialing it in and I want to say that this last update makes the game feel better than it ever has. I almost want to say just leave it like this, I personally think it feels better than any other game ive played. But, of course there is always room for improvement and having the tires not have such dramatic wearing would be nice, or at least an option to have them wear slower instead of faster in the setting for races that want to go more than 15 or 20 mins. My point about it being a realism vs game play opinion is based on the idea that most races in the game are 7 to 10 laps and having excessive tire wear in that realm adds a challenge to the game, of course most people really just want to race, but it is understandable, it just become more of a problem when you want to have longer races.
 
I would beg to differ on them lasting 60 mins..On tracks like spa where you have an almost equal amounts of lefts and rights they will last a reasonable amount if the track is not hot. However, on a track like Bathurst where the right side gets lots more force going through them they tend to lose tread at an alarming rate and believe me I have tried every option to shift some of that wear to the other side. In all honesty the real set up solution would be a harder compound.
Not my experience at all. I can do a full 60-minute stint at Bathurst in the M6 and at the end the RF is barely at 50% wear and never hits 90 C at any point during the run even when the track temperature is 57 C throughout. So probably a driving style issue. Are you driving with a controller or something?
 
IMO...there's so many bugs in this title and unfinished features I've had to step away from the game until it matures.
My breaking point was a few weeks back I joined a mp race, Lancer RS AWD at Brands Hatch, sunny track temp 47c...the handling of the car was terrible with the rear end sliding all over and the tires hardly heating up...6th in practice, for shits and giggles I threw on the wets and got pole....than ran them in the 20 min race with an avg temp of 95c and only had maybe 10% wear.
Yes wear and damage was enabled.

Several cars are faster on slicks in the rain and the brake lock up issues are probably a good reason some are experiencing faster wear too.

The game is still under heavy development and I'm sure Things will improve.

Atm there's too many bugs on the content that attracted me to the game to keep me interested without getting frustrated.
 
Sorry, I should have mentioned that it really seems to also depend on which car you are driving. I mostly drive the AMG GT3 and it seems to be very sensitive to tire wear, of course not as much as the 720, but a lot more than the Porsche and I am guessing the BMW. I have to just take a guess at this, but I believe one of the ways they tried to balance the game was through things like tire wear, which is to say the 720 is faster and can carry more speed through a turn but its tire wear twice as fast and this was supposed to keep them on equal levels. Obviously, this is not a great way to balance things because players will just think something is wrong with the game. Factors like tire wear could be used in the balancing sense but only a little. Rieza needs to always remember that sim drivers will exploit any element of the game to find an advantage and that is why it is so important for them to make it there goal to make sure that is not an option. And, while it is easy to point out problems, this last update was an absolute step in the right direction. Kurupt I hear what you are saying, they did something a few updates ago and I thought they had broke the game. Just make sure you step back in after updates to see where the game is. I have been having the best racing I have ever had these last few weeks. Also, not to go on about it but lets do keep in mind that AMS2 has lots of classes, no other game like this such as AC, PC2, RR and Rfactor2 are held to a standard that every car be perfect. Some of the cars I am not a fan of but lots of them are tons of fun. I think the stock cars right now are the best in the biz, and even the GT3's feel good and were really balanced when I tested them at spa. Took each out gave them my best set up and drive and all with 5 tenths. It wasnt bad.
 
Sorry, I should have mentioned that it really seems to also depend on which car you are driving. I mostly drive the AMG GT3 and it seems to be very sensitive to tire wear, of course not as much as the 720, but a lot more than the Porsche and I am guessing the BMW. I have to just take a guess at this, but I believe one of the ways they tried to balance the game was through things like tire wear, which is to say the 720 is faster and can carry more speed through a turn but its tire wear twice as fast and this was supposed to keep them on equal levels. Obviously, this is not a great way to balance things because players will just think something is wrong with the game. Factors like tire wear could be used in the balancing sense but only a little.
That's not a game balance thing, that's just physics. If you overdrive the car during fast cornering, the tyres will overheat. But it wouldn't be the first time sim racers think actual race car physics mean "something is wrong with the game".
 
If it was just a driver thing I would expect to see it across other cars in the same class. Of course I dont have access to the code so everything is a guessing game.
 
I think that the way the cars handle in the game are hit and miss. Some I think are great and others I don't like at all. Then again that's just my personal opinion. But this is one reason I believe some people like AMS2 and some don't.
 
I think that the way the cars handle in the game are hit and miss. Some I think are great and others I don't like at all. Then again that's just my personal opinion. But this is one reason I believe some people like AMS2 and some don't.
ya. thats kind of what i think too. I have seen several streamer give it a try and say ohhh i dont like this next. The thing is if it was the sort of game that you could master in an hour it would not be fun. And ya for the cars that work they are are super fun and the game has found the balance between cars that are stable enough for close racing but not so stable they are boring for the other 99 percent of the time you are just going around a track. I hate to keep repeating myself but i sort of believe the devs read stuff on the board so i am trying make sure they know that the way the game plays right now is where it should "in my opinion obviously". I have been thinking about this over the last few days and I really wish they would just put in a simple tire pressure model. They could use the existing frame work but just have increments of 5 or even 10 and perhaps just 1.40 to 1.80 and in that and have the pressure just be mostly for temp control with very little gain in grip or speed. I think this would be a good idea to limit the potential for people abusing a physic. It also seems that it would be more easy to model with more limited options.
 
Interesting idea to limit the options. Especially if it stops people exploiting possible "loopholes" in the physics, something that probably all sims suffer from, certainly rf2 and iRacing do. Then again it must be hard for the devs to get the physics right. That's why sometimes less is more and I feel having less cars would be easier to develop.
 
Thanks JohnnyO, I hope its ok that I throw my ideas about the game against the wall to see what sticks. So let me tell this story and see what everyone thinks. I consider myself at least knowledgeable about sim racing and understand the basics of what is going on in the trade off of grip vs speed which seems to be the major factor in racing. My favorite car in the game is the AMG GT3 and I have used it as my standard to come to terms with what is going on with the physics. You need a base line so that you can do this. Anyways, I had made several setups for several tracks and yesterday I became host on a MP server and raced GT3 Imola. Didnt notice that the setting were for default. So I start qualifying and I am turning laps a full second and a half faster than normal. I think hot dog they have balanced the AMG I going for the record with one of my awesome setups. After race go to practice and lap times are back to 146.4ish so I think maybe temps surely the default is not that much better than mine but sure enough on default running 145 flat again. Whole point of this is I think they made a change with cars leaning more to the grip advantage than speed, which is to say, having a setup that is more grip centered instead of trying to gain speed with less areo and camber produces the better times. Needless to say this is the way to move forward. Cars that can be "doped" by setting tires to max or no downforce is a sign of a bad sim. In a perfect world the sim would have the balance of being advantageous for a high grip on certain tracks with lower speeds and more turns and speed centered on the Monza and Red Bull to a lesser extent. A big step in the right direction though. Lets hope the next updates builds on what they have done with the February update.
 

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