Rubber Buildup during Practice is a bad idea

90% of these players get used to how well their car drives during the last few minutes of practice, they go into turn 1 thinking “Yeah I can take this corner at this speed.” And end up becoming a torpedo into every turn.

It’s also hard to gauge if you’re tuning adjustments are making you faster or if it’s just more rubber on the track.

It’s a very jarring experience.

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The other issue is it feels like the fake grip loss when someone gets in your wake has been turned up again, while it does keep the racing closer its a bit over the top.

The random inconstant grip levels, and the difference in between career, testdrive and multiplayer makes it even harder to tell what your cars really doing. Some may call it Dynamic, I call it annoying.

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Make sure you’re not driving on “Club Rules” difficulty settings.

But I have noticed with the F1s when someone is close (rarely) by 0.7s something is… off about my handling. It’s not like it was before, much less noticeable.

Imho track rubbering should just be removed entirely.
It’s an annoying feature that has no benefit.

  • Online races that go beyond the maximum level in freeplay/Rivals for no reason.
  • Testing cars in practice is stupid because you never know on which rubbering level the track currently is.
  • There also seems to be no smooth increase - more like thresholds which increase it by x%.
  • It’s on the entire track, not only where it should be.
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True. All it does is confuse new players, and mess up old players.

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Doesn’t the race start on the basis of the rubbering level as at end of practice? Haven’t tested that but it doesn’t seem to go back to scratch?

Probably the main difference is most people have just been doing flying laps on softs. Cold medium tyres don’t have the same grip over the first couple of corners.

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But yes, I also agree it should just be removed. Serves no purpose and doesn’t add any realism how it is implemented.

That sounds more likely.

Better implementation, is more preferable than removing it. I don’t really notice the difference between no rubber and 100% in this game. But, honestly; I didnt go looking for the difference. Most of the time I set it to 75 in free play, and if it creeps up to 100% I feel and see no difference.

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No, the track resets to 0% rubber.

There is a noticeable difference in laptimes from when practice ends to when the race starts.

Like most of your feedback that I agree with, if this was framed as a suggestion in the Suggestions Hub I’d vote on it.

I’d report that as a bug, because unless a track rains out between sessions, that’s not how track rubbering works in real life.

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Better implementation would indeed be better. Track evolution was one of the things i was looking foward to in this game. I often do 30 lap races in freeplay, i set track rubbering on and start at 0%. Rubbering in does improve lap times, but i can honestly say i dont feel the changes, i just see the lap times change.

They need to add visual changes to the track for dry races as well as dry lines to wet tracks when it stops raining. But if their implementation of rubbering in effects all parts of the track equally, which is highly likely then this might be why they didnt add these things. It seems like a very turn 10 way of doing things.

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I wish the game showed the state of rubbering in every mode and every session, maybe alongside the temperature.

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While I agree with this suggestion, I fear that for 90% of the drivers in Multiplayer will just ignore or overlook this type of information.

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Heck, they don’t even tell you the amount of laps a race is in the event info menu of a lobby. You have to adjust fuel and tires to see the number of laps in the race.

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Didn’t know this was a thing. Remove it.

I’ve just ran a quick test of this feature with full-stock Ferrari 250 GTO in practice on the Mid-Ohio Short Track. I did a couple of laps with starting amount of rubber set to 1 and then set to 100… and the car had significantly more grip in the first scenario. Is this a bug or maybe I misunderstood how rubbering in should work? :smile:

If i have time tomorrow ill do some experimentation. But if you experiment again you have to make sure every variable is as static as it can be. Like time of day has to be set to a specific time not just midday which might change from race to race which could change temperatures.

Then youd also have to use a few cars, because some cars might actually be faster with less grip. Like i said ill mess around and see what happens.

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Cant you just take a turn at a certain speed and watch the G meter?

Like tune a fast car to like 100kph the. Try and take a turn, idk