Talk:FERRARI 458 ITALIA/@comment-36.102.227.41-20170529054744/@comment-159.205.221.71-20180503105117

As for poor grip in the specific cars you name, I think it is assumed that non-racing cars with single-axle transmission will always handle less well than 4x4/AWD. But you know what they say: if you're skidding, it only means you're braking too late!

"In other words, the power and grip of a car are inversely proportional to each other. You can't have a 400+ kph car with a 2.5+ g-force."

That only makes sense assuming the bodywork is always the same, and that aerodynamics don't change with speed, none of which is true. In reality, there are cars that have relatively poor grip at, say 100 kph, but improve perceptibly when you get them to 200 kph, simply because the bodywork is designed to give you a better grip at higher speeds. That's one reason why you have more and more cars with active aero (like the 458).

One problem with RR3 is that it's really hard to pin down the *actual* amount of grip any given car has at any given moment. What we're given as factory-grade "handling" stat seems to be the stated top value at a specific moment, defined by the manufacturer and/or FM. Hence, the same value in two different cars is not unlikely to give different effects.

As to what we feel in the game versus the reality, you also need to factor in both the degree of realism in the game (which is by no means 100%) and your own capacity to reproduce real performance in a physical car while you're playing an imaginary one. I'm guessing those among the players who have any experience in racing, even at an amateur level, had to actually learn to drive in RR3, in part because they had to adjust their knowledge of how those cars handle in reality to the demands of this peculiar fiction. Those of us who have no experience as serious drivers may have skewed expectations, because we base them on our perception of how those cars look like when driven by pros. So, not only is our frame of reference somewhat faulty (me having seen a pro drive =/= me having driven as a pro), but it's also affected by our ability to understand how those drivers operate, how those cars operate, and how the specific conditions at specific tracks at specific times (something that RR3 most likely doesn't even begin to take into account) may affect both in real life.