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> The standard model doesn't account for dynamically changing pressures and temperatures, for example.

Forza definitely accounts for these, there are three thermal bands exposed in the telemtry UI: outer, middle, and inner. Pressure is a tunable, and it varies with heat.

There is also axial and radial deformation. Like, on small rim/big wall tires accelerating produces a tire twist along its rotating axis, as the wall itself is elastic, which creates a lag in tire reaction, followed by a tightening (and even a bounce) when it reaches elasticity limit. Same on turns when the tires deform laterally and depress, which creates some additional lag/bounce back effects that tally up to create interesting situations at the limit. This all matches up with my (completely anecdotal and limited) real life experience.

Most people play the cars tuned up to a given perf class slot, which often includes rim/tire upgrades by default (there's an auto-tune feature) when handed by the game for the cars to be sort of competitive in that perf class, so they probably don't get to feel that to the full extent. I myself don't care about the perf, I like to restore the car parts and settings to stock condition and enjoy the "original" feel of cars I will probably never drive or ever come near, and lap the car by myself or with a couple of like-minded friends.

> Empirical models are generally considered "better" feeling for sim racing

Yeah, theory has this way of matching reality, save for the corner cases that are the ones being interesting. I god honest don't know what Forza is using, and certainly don't claim it's a super accurate sim, but they did a fantastic job to make it feel realistic to great detail, and gracefully degrading from a full-fledged sim race setup to a gamepad (where it still manages to convey a ludicrous amount of info given the device limitations)



Live for Speed also had tyre deformation, temperature, pressure etc but it was still based on Pacejka model, applied to different parts of the tyre separately.




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