Slippery physics in FM

After point 4 repeat from point 1 to be sure you are not dampening to much.
On straight with no hands some wobble can come from surface simulation, which bumps the wheel a bit, consequence having slight wheel moves the car chassis moves aswell, but with your hand on the wheel you will not have out of control wobbles. To solve this, you could stiffen the suspensions, but then you might have other car issues.

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i have had both slippery and car not turning its not always the car but the tyre model 8 points of contact is inconsistent & isn’t realistic at all. because tyres have 4 not 8 points of contact very disappointed FM4 had a real tyre model by Pirelli https://www.youtube.com/watch?v=nDKDWae-7UU if they can change it to pirelli this game would improve a lot just from that

I think they’ve been slacking it a lot with this game lately, in nearly all aspects. Perhaps, it’s time to move on and realise that the glory days of FM4 and 5 are behind us. Those were the days.

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This has been explained before.

In reality, each atom of a tire that touches the ground is considered part of that tire’s contact patch, and is a “point of contact”. Since you’d likely need several supercomputers to calculate everything going on with the actual billions or even trillions of points of contact per contact patch, Turn 10 have decided to simplify things and narrow that number down to 8, likely in a manner similar to this figure (grey representing a top-down view of the tire’s contact patch, with each red dot representing a place where they’ve decided to simulate a point of contact):

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Yes but it never hurts to try and get T10 attention Wether it’s FM23 or future
Motorsport titles and if there is. everything has be done around the community as well as what the developer wants to add to the game to from start to finish

i like this sort of analysis

Have to consider that there is no Slippage only when you are going straight in neutral conditions.
If you start acceleratingg the Tyre will rotate slightly faster than the road, opposite if you apply the brakes, lateral slip once you start turning and having lateral forces.
A properly tuned car with a Profesional pilot, the car will be having enough slippage to stay on road and make the corner with less turning input, because the car will be tuned to have a slight oversteer in corners at slippage limit. And this in reality. You just need to look at Karting, they are pointing in to the corners.

When the Algorithm listens, this video appeared in my feeds :sweat_smile: :sweat_smile:

Btw motorsport have the best sim-cad handling :slight_smile:

A offline race done with Softs. But look that if you car is not slightly oversteering, you are not going fast enough, or your tune is wrong. That slight slip is required.
So the Video I posted is Kart-cade for you? :joy:

Oh well I used softs because whole race was setup the same way u would use it in multiplayer… 2.02 is rly good time for non meta tune there…

Tho i did setup my suspension for max understeer while drifting but with more oversteer on corner entry… its more fun to dive this way.
Also… perfect suspension setup for curbs

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