Board Thread:Game Discussion/@comment-32545704-20171129011513/@comment-28169398-20171201001343

Amrosa wrote: SM Racer wrote: RR3Germ wrote: Plus as a second point I am still wondering how a hatchback can lap Laguna Seca quicker than the Porsche 918 driven by Randy Probst who turned the quickest stock car lap in that car in 1:31 in the show Head 2 Head and I can do it in a Renault Clio in 1:08??? Lap times in this game are unreal, for sure. Part of it is that in RR3 you can hang two wheels off track with abandon, expand the turn radius, and be a lot faster. Two wheels off in real life will get you in trouble real fast. A fairer lap time comparison would be driving RR3 with all 4 wheels on track the whole lap. But times are still unreal, even then. And so much the better because it's funner - I love my FU MP4-X!

The V8 Supercar Quali Lap record at Mount Panorama is about 2:06. In game, keeping all four wheels on the pavement and with no cuts whatsoever, a racing lap is around 1:45. Even base, the lap times were under 2:06.

The Upgrades contribute to the lack of realistic times. Instead of starting below the base of a real car and then modifying it to get to its base performance in real life, you upgrade from base to make it better. I can understand that for street cars, but that doesn't make sense for race cars.

Look at the Lamborghini Huracán Super Trofeo EVO The base kph/mph is the series limited maximum velocity for the car, but in RR3, that is our starting point and we are upgrading beyond its limits.

If I had designed it, the way I would have looked at upgrades on racing cars in game would be this. The base car would be like the F1 Saubers. Back of the pack cars. As you do the "R&D" of upgrades you improve the performance. You make it to a HAAS, then a Renault, then as you get close to full upgrade you are at the performance level of Red Bull, Ferrari, and Mercedes. This would keep cars truer to their actual performance characteristics while still maintaining the upgrade model. I actually thought about another thing that isn't so obvious, but may be a factor to the difference in Lap Times.

Maybe the physics are spot on correct, and say the fastest laps of Speed-Junkie or RaduTan are representative of what the cars could actually do.

However, If we mess up in Real Racing, the car rebuilds itself at the end of the race and we get up and walk to the fridge. If you made some of the same mistakes in an actual car, then you are talking about hundreds of thousands to millions of dollars of lost equipment, severe physical injury, or even a tombstone with your name on it.

So maybe we can push even further to the limit that even the best drivers in class because we are not feeling the forces of acceleration on us, we don't feel our stomach get slammed into the seat or our pants when we hit the brakes, we don't feel the rear-end start to lose traction as we are doing 180mph and feel our hearts jump out of our mouth, and we do not get that same sense of dread when we are to the floor with a brake pedal and an Armco barrier or tire wall is rushing at us faster than there is distance to stop.

I could think of a way to add that sense of loss and fear of crossing to the wrong side of the edge into the game, but why give the monkeys ideas.