Board Thread:Game Discussion/@comment-2405:204:B30E:80D6:31C8:753C:9A28:56C2-20180624123628/@comment-47.29.173.4-20180627033714

AH2018 wrote: well the whole point of banking is to use gravity to help you round the corner. In a perfect bowl (such as Milbrook test track) you have a hands off speed, i.e. the speed at which you have to apply no lateral steering force, but still hold a perfect turn. If you go faster, you will have to go further up the banking to achieve this, slower and you come down the banking, but all without doing any actual steering.

So with a track like Daytona I would just let the car ride up the banking (don’t deliberately drive up the banking) as you gain speed, then in the transition to the straight, use the slight downhill to gain a small acceleration advantage.

Questions are, how much is this really going to be noticeable given the relatively small downhill gradient? and does RR3 even simulate the physics of banking correctly? Uisng the downhill gradient during exit seems like a good try. RR3 is an arcade-sim which allows acceleration even with 2 wheels on the grass with no steering issues. It doesn't detect the elevation drop while exiting Stowe towards Vale so no toffees at Daytona. I'll check at Project Cars 2 though. The physics is not iRacing good but stellar compared to other games.