Rubber Buildup during Practice is a bad idea

It might be hard to take a turn the exact same way time after time while looking at the g meter. Im probably just going to use that small oval track with a car that can take the turns at full throttle. If i put the racing line on i can just follow that for all the runs. With an experiment like this things need to be as consistent as possible, so im going to try my best to limit any variables.

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If you just crank the wheel at normal steering and a set speed that might limit alot of variables. Normal steering limits your steering input to the limits of grip afaik. Either way good luck, you probably know better then me anyways.

Also be sure to test rubbering in the wet too because it’s supposed to work the opposite way ( more rubber = less grip in rain)

Yea im not too worried im pretty consistent with my inputs. Like i said im going to do the oval and follow the racing line. Ill do a rolling start so theres no wheel spinning due to a standing start, ill only record the first lap so tire temps are all the same. Im going to use three different drive types and probably adjust rubbering 25% at a time starting from 100 and going backwards. I have a funny feeling im going to get some irrational results.

Go with God

Shame on them then. It’s like the players who refuse to use all of the track, and then wonder why a car with a P.I. disadvantage, is quicker than their maxxed out skunk-work. Pro-tip: it ain’t the P.I.

94 miata automatic trans, 1:00pm, clear, rolling start small oval. Only recorded first lap, tried to stick to the driving line as best as possible, turned in at same point regardless and never let off the gas.

Did 3 first lap runs per rubbered in percentage. Eliminated worst time than averaged the top 2.

100%-39.862
75%-39.802
50%-39.909
25%-39.857
0%-39.980

Best lap was 39.777 with 75%
Conclusion, all very close tbh, with this car on this track it felt the best at 25% but i like a loose car. 100% definitely had a lot of grip but felt understeery. 0% felt the worst. Im going to try some more cars and see if theres some sort of trend.

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I’m sure much faster and grippier cars have better results.

I’ve noticed an entire second or two disappear on Hakone.

Fuel load makes a big part of it too. Lots of people have just come off their quali runs with fumes in their tanks, and on Medium length races at least a full-length tank can be upwards of 50% for some cars, which impacts braking and turning significantly

Can anyone that has taken stats explain if these results are significant or not?

Its possible, i just wanted to use a car that i didnt need to let off the throttle so it removes that variable. Like i said ill mess around a little more.

So far the results arent that significant, its only one car on one track. I just chose them because i can keep things consistent. If i choose a track with 10 corners, its going to be hard to do them exactly the same 15 times in a row. Im going to try out some other cars and see if the results form a pattern.

The only factual thing i can say is that 0% felt the slowest and was indeed the slowest.

Too bad we dont just have an airstrip to just take turns constantly like when they show off the mcmurty spierling to journalists

Interesting results, especially how close 25% setting is to 100%. I’m waiting for more tests :slight_smile:

Meanwhile, I’ve created a suggestion for what we discussed earlier:

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My two cents on the impact of rubbering:

My testing track is the Nordschleife because it’s by far the track where I’m most consistent on despite its length (way over 1000 laps done in racing games, roughly 50 irl). Test was done in Freeplay, day, clear.

Car: 2017 Ford GT
Class: S800
Build: no aero on soft race tires because softs are most susceptible to surface grip changes

Times:

0% rubbering: 6:54.103
50% rubbering: 6:51.677
100% rubbering: 6:48.301
rerun 0% to prevent “getting used to the car during testing” issue: 6:53.922

As it can be seen the increase is very linear as expected because I assume rubbering is a simply x%-multiplier towards the surface grip value.
The ~ 6 seconds increase from 0 to 100% is also consistenly found in my general testing.
When the Nordschleife dropped I tested no aero sports tires A700 cars on 0% rubbering and they were around 7:24/7:25.
Nowadays I test with 100% rubbering because Rivals is set to it and they all improved to 7:18/7:19.

It’s important to note that rubbering not only improves lateral g but also braking & acceleration grip which isn’t considered on an oval.

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Nice. Mind testing in the wet to see if it’s working properly too?

Also what is your skill rating?

Will do wet later. Heavy wet?

Skill rating is S4999 but it doesn’t mean much.

Are you guys debating whether rubber on track actually makes a difference?

If it didn’t, they wouldn’t put it in the game.

More of a “how much of a difference” type of discussion now.

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Lol, they certainly would put something there that means nothing.

I chose the oval because it has the least variability. Its also quicker because i wanted to do 3 laps for each of the 5 rubbered in percentages i chose. Ill try on some more tracks and see what else i find.

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