Because at the moment, the most you can have is a LOT of sideways tire flex (more noticeable on bias-ply tires) and just popping the tire.
Wow, awesome post! Thanks! D Now I wonder, though... If the tire is used with ideal calibration, it is assumed the forces are evenly distributed across the tire tread profile in contact with the ground. But more force is applied in the extremities of the tread if the tire is below ideal pressure, and more force on the center if the tire is over pressurized. If there are no nodes in the center portion of the tire tread, then the tire pressure adjustments only change the vehicle's height and suspension stiffness, is that right?
Not quite: lower pressure results in more tire deformation as it rolls, which increases rolling resistance but also results in more nodes contacting the ground at any given time. This can improve grip in some situations. Additionally, lowering pressure reduces effective sidewall stiffness, which can be detrimental to handling.
I did drive Legran and Wendover race configurations at Nordschleife mod map with 0psi tire pressure, I had no trouble driving 200kph on turns, sure there was added play and added rolling resistance, but grip was actually surprisingly good. Base spring of the tires is quite high, if we compare real world tires with 0 air pressure, so you have too much support from the carcass, that is tire carries much more load at very low pressures. Because of that, at very low pressures you get more gains to grip than you should as tire is not bending under etc. So, air is providing less spring than carcass when compared to real world, but this is perhaps true mostly for situations where tires have less air pressure than you normally would have, but does this extra spring of carcass then translate also stiffer tires in higher air pressures, what air pressure range works realistic way and where it starts to break apart, I have no idea. Anyway, having a flat tire is not huge issue as you can still corner just fine, while irl you slide around a lot, except with runflats of course. In a way, beamng tires act like runflats, well that is at least my impression.
I think that's because at 0 psi, they arent exactly flat, since the air is still trapped inside the tire.
I'm not sure of that as even when I get a flat, so that chunk of tire mesh is missing, behavior is quite close to same. It might be limitation of technology or something, not too important though, but if we look how to improve realism, then flats is one area where especially with race configs more severe consequences of flat might do good.
Have you tested Wendover or Legran race version for example? Sure handling becomes mushy and rolling resistance increases, but driving 200kph trough fast sweeping turns is still possible. So while there is change, I'm not sure if that is enough of chance as it is very easy to manage with flats while IRL effect certainly is much larger. Not the most important thing of course, but in regards of driving, I think it is one aspect that is greatest amount off when I think of my real world experiences vs BeamNG experiences.
I've never had a flat tire very often, and i never tried to take a turn at 200kph with a flat tire, so what you said is surely true
Can't say I would been there at 100kph, but I got sharp rock trough sidewall of the tire, if there would of been another tire flat on same axle car would of been quite difficult to turn at any meaningful speed, but I have seen motorsports videos What you said about tires not being flat at 0psi is certainly true, because carcass supports so much weight I believe, if I recall properly, when tire got actual flat, carcass still supported weight similar way, it was not running on rim so to say. When converting tracks from Assetto Corsa to Beam, I have managed to get lot of flats as collision is how it is with direct imports, there I noticed that flats have surprisingly little effect. There is sound, car is bit more mushy and more rolling resistance, but I can still drive lap after lap without fear or worry, car is just bit slower because of rolling resistance. Not sure if mushy is proper technical term though
Not exactly. Cars with racing slicks (usually for >19" diameter wheels) will slide even on throttle when you deflate the tires.
In Beam? I clearly remember that I had no issues with throttle causing that, but I was driving Wendover and LeGran, those faster more powerful cars might be different story certainly.
Both LeGran and Wendover (including all track cars in BeamNG) uses 'Race Tires'. Racing slicks can only be fitted with larger wheels. (i.e 19x9").
What ? There are race tires for 15" tires, they are called the Grip-All Race tires most of the time, but they are definitely racing slicks.
I'm in the middle of fixing my computer, so I'll keep it short. Yes, there are Race tires. Yes, there are also Grip-All Race tires. No, Racing Slick is completely separated from these two in BeamNG. All these three tires type handle much different from one another. This is about as much as I can gather since I can't get access to my computer atm. Though somebody should be able to double check this.
I only know to types of race tires in this game, the Race tires and the grip-all ones. What i meant is that by looking at them, they are slick, and they are racing slicks since they are racing tires.
for some reason the smaller grip all tires just provide way more grip than the actual 18-19 inch racing tires so i get your point kinda. --- Post updated --- not all racing tires are racing slicks but all racing slicks are racing tires. squares and rectangles kind of thing
I don't know if also point when tire squeal happens is different and gives different impression of grip with them, but surely when I put on Clockwise 533 or what those were called, with racing slicks, those seem to improve fun factor of almost all race configs.
Well, i'm playing on the lowest settings, so it might just be that the tread is so pixelisated that i can't see the grooves and they just look like slicks to me.