John Woods, on Aug 26 2016 - 08:18 AM, said:
Guess I don't understand this yet. (Go figure!
Artificially enhancing grip on an "ideal line" makes things more real?
Progressively enhancing grip on the racing line makes things more real.
Different classes of cars should take different lines...lighter versus heavy, power versus less power, FWD vs RWD, 4WD?
If your sim just simulates one class of car like in the good old days this isn't an issue. To be honest in road racing I think the natural variations in drivers style and small driving errors mean the rubbered in line is reasonably broad and the differences between different classes of car are not that significant.
The biggest issue is oval racing where cars can take very different lines. The more advanced dynamic track rubbering systems in sims such as iRacing, rFactor2 and pCARs rubber the track in where the cars actually drive.
Seems it would be a lot more difficult to set up a pass on exit if off ideal line has less grip?
Yes. Its about realism rather than ease of racing.
We all hate tire marbles?
Except the driver in front.
Is this an option?
Marbles are included in all the dynamic track simulations.
If you want to learn more this iRacing video may be helpful
iRacing's dynamic track is in theory the most sophisticated currently available in any sim, influenced no doubt by the importance of oval racing in this sim.