One and a half years since launch and slipstreaming is still non-existent. Maybe it does exist, but it’s absolutely minimal then. I’ve done NASCAR races at Daytona in private lobbies before with friends just to try and see if getting behind someone to get a slipstream does anything, but nothing happens. Stock tunes, we’re all in the exact same cars, we’re not hitting the rev limiter, and we’re all going the exact same speed if we drive close behind eachother. If slipstreaming existed, we should be getting runs on eachother. Will slipstreaming ever be added to the game or, if it is in the game, be turned up way more?
I’ve seen slipstream work with many different cars and set ups. Now does it happen everytime? I dont think so, theres been a few times I recall where I didnt get any extra pull from the car ahead but most times it does occur. Maybe it’s your game idk.
Slipstream does work, but the problem is that the range that you push the car in front from is way too big. Once you start to gain speed above what your normal straightaway speed would be, you just push the car in front up to that speed. As a result, you basically can’t ever use slipstream to make a pass… But, two cars drafting together can be way faster than a car running alone.
Our organized league just got done running at Le Mans with no chicanes last night. Without the draft, our upper class cars were hitting 215. With two cars drafting, both cars would get up to 218-219. No pass was able to be completed though, because the car behind would just push the lead car up to its speed.
A lot of people think that it works properly, but it’s something that’s really hard to quantify in normal hopper play or against the AI. Different cars, different skill levels, different tunes, different corner lines can all create the illusion of an effective draft when really it’s just getting a run on the guy in front. Run in a series with spec cars at a track where they actually hit the aero wall and you will be able to see how it really works.
The fact that the push range is so big really muddies the picture of whether the draft is well balanced or not. Without the extreme pushing range, it might actually be well balanced for good racing, but it’s too hard to tell. If they want to work on “fixing” drafting I’d suggest they start by cutting the pushing range down to about 5-10 feet and leaving the rest alone. That will give us a better picture of how well the drafting is balanced to see if there needs to be any further changes.
That is an added benefit of a proper slipstreaming mechanic… Not all passes would need to be made as dives on the brakes because you would be able to pull clearly alongside.
The risk with making the draft too strong though is that it becomes a game of who can be in second coming out of the last corner of the last lap and draft past the leader to win.
wait, isn’t that how most motersports work…Nascar, F1, and such… its about controlling your car, saving your tires and fuel, to be in position to race for the finish.
They really need to calculate the drag based on the coefficient of the cars. You really don’t want a Ford Focus to have the same drag effect as an F1 car for example.
Whatever they do, something needs to change. A nice clear slipstream needs to be present. It needs to be felt. Half of the time you don’t even know if it’s working or not if you don’t have the “Distance Ahead” turned on in the HUD.
It definitely works, but like pointed out earlier the push effect makes it so you don’t see it unless your comparing speeds from previous laps. I was racing homestead in NASCAR league last night, and had a large lead. 2nd and 3rd worked together with the draft to pull me in. We were all running pretty much the same times, but if you worked together, you were faster than alone.
Slipstream is in the game. The problem is you also push the car in front and this effect is too strong.
Entered a series last year using V8 Supercars and one of the races was on Daytona Oval. Cars were running 15 mph faster drafting. The closer you get the stronger the invisible force becomes on the car in front until you’re both running the same speed.
As far as I understand Turn 10 did say in a live stream (I think) some time ago that they were going to rework it.
It’s all wonderful, what I do not agree with is being penalized with dirty time lap for having explored a skill feature. In career statistics there are, draft quantities for each track. It is an incoherence to foul the time lap by excess ability.
Slipstream in its current form should dirty your lap. Otherwise you’d have people in teams in private multiplayer matches drafting on long straights at some circuits, or on time other hand, you would have drivers doing the exact same thing in Free Play with Drivatars.
Unless Turn 10 limited the leaderboards to Rivals only, & any lap completed in any other circumstance simply wasn’t put on the leaderboard, this current method is the best way to ensure a fair playing ground.
Now if Turn 10 did limit leaderboard times to rivals only, maybe that could open up some nice changes like drafting not dirtying your lap in multiplayer, however, you’d be restricted to just rivals for leaderboards. Whether people would like that, I don’t know.
Did they? I’m almost positive if I go into Free Play & set a lap in say, a homologated Porsche 918, if that lap is clean it’d go on the leaderboard. Correct me if I’m wrong.
Yes I agree I don’t think slipstreaming is working properly. It actually works great in FM6 where you can not only see your speed picking up noticeably but the controller also starts to vibrate when you’re drafting behind another car, and your peripheral vision starts to narrow as well. It’s such a great effect.
I’m honestly going to be happy if they just implement the FM6 drafting affect.
Dirty lap is a good thing. Also draft does work but it pushes the driver ahead. You’re still gaining an advantage in lap time but not distance to the driver ahead.