Beams tire model in general (In my opinion) isn’t as good as the other mainstream sims. Slip angle isn’t the same for all slicks. there are a wide range of making slicks. In general for open wheel tires you would expect a peak slip angle (the highest angle the tire can “yaw” at) in a range from 4.5 to 6.5 and even in the same tire that can change from heat and how it was loaded. These tires do feel like they have too large a slip angle which is why you can use a lot more steering lock. My guess is stiffening up the sidewall would help the slip angle and the grip under braking. I would like to stiffen the suspension a little bit but my guess is that it’s a little soft for a wide range of roads for beam. But I would also wanna change the high speed compression/rebound and preload.
The downforce is proportional to the weight. The grip level is mostly fine. Tire dynamics are a complex thing.
@LucasBE if you would be so good to make a tutorial for me how you did the ski also with the Lmao, I just tried the ferrari skin, it's just that there is none of F1 car that looks realistic (I don't like the FR17)
I have said before that I won't be adding a driver because : 1. It limits the steering wheel angle. 2. It would require me to make the steering wheel a jbeamed part rather than a prop ; that is useless and stupid in every way since there's no proper way to do it (yet) without using hydros. Rotators can't be used either because you can't make them use an electrics input (in this case the steering input) 3. Vanilla BeamNG cars don't have drivers. 4. It looks like trash when using the driver camera. 5. I just don't see the point. If anyone wants to make a driver mod for the F2, they're absolutely free to do so as long as it -at least- looks decent and works properly.
Adding to my argument on brakes, here's the FIA page for f2 specs which includes max braking acceleration of 3.5G. The brake force tune would make the car more realistic. https://www.fiaformula2.com/About/14LCsEEMG9yyx5DkhcN1J8/the-car-and-engine-f2
the gforce counter is off in the game. Crashing at 250 mph into concrete only gets 50g, while 150 into tire walls in real life gets 50g.
I agree the G reading is off in those cases. The meter is pretty noisy, which the game smooths out. In crashes, it gives an especially spiky signal. Under normal driving conditions the smoothed values seem more reasonable to me. I doubt the meter is inaccurate enough to be off by 1G, when measuring 2G. That would be a 50% error which is huge.