Take a look at the G-meter, that's definitely not a slight highway turn! To get an idea, it's roughly around the size of a large roundabout. Slight highway turns are in the order of kilometers of corner radius, not meters of radius. The banked oval surrounding gridmap would be a typical highway corner if it had less banking. Of course, notice how all highways are designed with a banking angle, according to the expected travel speeds (and water drainage purposes, and other stuff), so even if you circle around gridmap on the flat surface, that still wouldn't be a fair comparison. At 0.9 lateral Gs, you could take a 4-legged chair, cut its 2 left legs by half, and seat pretty comfortably in that tilted chair without falling to the side You can also check if yourself safely, if you have any nearby racing track, and if you have the means to get clean G-force readings from your car (readings from your smartphone will have spikes and false readings if not strapped properly). Regarding the drivetrain layout of the car, it definitely does not influence the amount of grip that the rubber on the tires provide during pure cornering. A car without engine or any traction system engaged at all could still glide at 0.9Gs around a corner. So, this is not a problem of physics, the number on the physics are fine (not perfect of course, but close enough): this is purely a problem of perception. We are looking at tiny flat rectangle in front of us (if you are lucky and have such a setup, then that's 3 tiny rectangles, not one), using a magic flying camera that smoothes the vehicle reactions (orbit cam), looking from many meters behind it, and located several meters up in the air (showing all the road far ahead from you), while you are comfortably seated in front of your desk. All of that contributes the lack of speed awareness. 50MPH feels like just a number on the screen, rather than actually traveling at that speed. Many games introduce artificial effects (not us, at least not yet) such as motion blur, extremely low camera position (50cms from the ground), "woosh" sounds as you pass a tree (even if said tree is 5 meters away), camera vibrations to prevent your brain from getting bored, huge field of view angles to make stuff appear to move faster, vignette effect all around the periphery of the screen to get a fake sensation of tunnel vision, etc.
Also note that even a modern supercar would hardly fare better. When calculating the lateral acceleration resulting from driving around a fixed radius turn, the acceleration is proportional to the speed squared, which means small increases in speed give huge increases in g-forces. Simply put, the grip of a car's tires has less impact on its ability to turn than you might imagine. If you decrease the grip to 65% because the road is wet and slippery, you can still take the turn at: √0.65 * 50mph = 40mph, If you increase the grip to 140% because you're driving a hypercar with high-tech sticky tires, you must still take the turn at under: √1.4 * 50mph = 60mph. (and you'd probably still be complaining that it "feels" too slow, see stenyak's response above) so the difference between 65% grip and 140% grip only equates to a 20mph variation on this turn.
If you want a fantastic representation of this false speed that takes the sensory inputs to nearly crazy levels to make you feel like you are really going "fast" play Need for Speed Shift. That game (in my opinion) is pretty much unrivaled in this area. Also, nice explanation. I was about to make note of a lot of the same things.
BeamNG.drive has extremely accurate physics. I have been on a track, in an Porsche 911 Carrera S, and a Honda Accord 2001 (Similar to a pessima) and the cars handle exactly the same to real life in Beamng. The only problem is representing the speed. Most of the times, you go too fast becuase you cant see how fast you are going, and you go into corners too fast.
im too lazy to make a video, where you can see that crash simulator have a problem with realism... just take civeta or sunburst and drive in corner with 90 angle... tyres loose traction at 30 km\h. this is bulls***!!! my old irl car with bad winter tyres can do 40+ km\h in this type of corner... Please! stop saying about realism.. this game cool crash simulator. and cool simcade, like rfactor or over speed high performance street racing, etc..
WTF are u talking about? If you drive full throttle with the bolide in a turn of course you will loose traction. Is a old car with any electronic safety system. Drive like a normal people and then you will take the turn properly
i would not take my golf mk3 around a 90 degree turn with +30km/h to be honest (i tried the thing in the video from the 2:14 mark, and my little golf did not like that) suddenly janking the steering wheel doesn't any car any good to be honest, i agree beam ng looks slow but that has already been explained to you. and if you are to lazy to make a video, then please be lazy and stop this whining thingy
Dont worry to be too lazy, i made the video by myself with the Bolide: http://plays.tv/video/57e17f0183c6fa1d19/cornering You can see me taking 90º turns like you say at speeds like 40-50 km/h with any traction loose. Just on one cornering and because i full pressed the throttle, and i fastly recovered the control, moment in where you can see the grip acting. Also remember that the floor of the ECU map is not perfect, it has lots of small holes/bumps, and still i driving normally i cant loose any traction Guys, this game is the real life put into a game, there is no better physics in the simulation world. Some of you says about Assetto corsa, this game has nice physics for driving in the perfect conditions of a track. If you drive on bumpy roads for example, the car acts very extrange, and the suspension in extreme bumps acts like a tennis ball, and i dont want to talk when you flip your car...
Sounds about right... I used to try and take the 90 degree corner into my road at about 35 mph (48 kph about) and let me tell you... in real life, despite how slow that is, taking that turn at that speed was right on the verge of what my car could do (88 Mustang 4 cyl) and it took every inch of road to make that turn. Tires would be chirping as they struggle for grip, the rear end would get a little light, and if I turned the wheel just a fraction to far I would get understeer... even as low a speed as that in a car around corners like that is no joke.
Honestly, i wouldn't put rfactor and overspeed in the same "simulation" scale. Sure, overspeed handles pretty realistically, but its a low budget hungarian game. rFactor its more of a mid-budget game designed from the ground up to be a racing simulator. The only reason why its not the most accurate one nowadays its because its old and outdated.
I think that the acceleration is the main thing. The modern cars for some reason don't have the torque converter, and like it takes forever, and only once it gets to its peak torque it starts to accelerate like a real car.
You mean modern cars irl? they dont have torque converters because it draws power away from the crank.
Time it. Acceleration is correct. Theres even a 0-60 timer in the game for you to confirm values. Nor would all the vehicles in game even have a torque converter
To join the thread In my opinion, most cars in game have more optimistic 0-60 mph times then their real life counterparts, I don't know if it is a problem of not having the driver's weight added to the cars or not having gear shift delays, or maybe something else. For reference refer to this site: http://www.automobile-catalog.com/ For calculating 0-60 mph times this one: http://www.060calculator.com/
I think it's a combination of high power outputs and perfect transmissions. The carburetted SOHC 1.5L in the Covet still makes over 100HP at the crank, and transmission shifts are basically instantaneous requiring no clutch.
Gotta throw my spoon into this soup as well. I dunno, that how people with pad/wheel like the handling, but when it comes to the ''button steering'', the cars tend to lack grip a lot. Or, then it's about the feel of speed, that fools you into thinking, that you are going slowly. Devs for sure are aware of this thing and I hope, that they look into it at some point. Currently, we all can drive almost all of the cars easily, but, it's very demanding to keep the control on certain places and situations, since the feel of speed and physics don't quite match up.
Think about it logically. Buttons are on or off. Therefore the left button is going to be full lock left. When do you ever use full lock in a car? I pretty much use it when parking only. Driving at 30mph, full lock is understeer.