iRacing 24H of Spa Showcases Strange Exploit

iRacing Spa 24H Tire Exploit.jpg
Viewers of iRacing’s 24 Hours of Spa event saw a strange approach to racing lines over this weekend’s event.

Many of the top level sim racers participating in this weekend’s 24 Hours of Spa event in iRacing utilized a not-so-subtle approach to managing tire temperatures.

The exploit was known before the event, but had not been showcased to this extent before. Drivers utilized a tactic that involved deliberately driving with the outside tires on the grass.

The method was on full display as the cars made their way up the Kemmel straight at Spa Francorchamps. Long trains of cars could be seen driving with two tires on track and two on the grass.

The method seemed to work very well, with some estimating that it saved a much as a half second per lap.

Because it was known beforehand and every car in select splits seems to be using this technique, it seemed unlikely to have affected the finishing order. But, it does seem to highlight a gap in realism for a sim that works hard to mitigate differences versus real racing.

What are your thoughts on this tactic? Is it an immersion-breaking exploit, a clever workaround, or something in between? Let us know in the comments below.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Premium
Shameful… so this is what the top level of sim racing has now come down to…

Get it fixed iRacing…
 
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Premium
I would not even need to go that far to expose iRacing's physics as inadequate: my recent observation gave me the impression that literally everyone - even on lower splits - does Eau/Radillion at full throttle and virtually at any stage of tyre wear and fuel load, in clean air or in dirty air. You name it.
 
Whenever I watched iRacing footage in the past, I often got the impression that there wasn't as much friction or grip loss off the track as you would expect. Perhaps my hunch was right if top split would rather take dirty tyres over hot tyres. And for a game marketing itself as the ultimate online PC racing sim it's a pretty embarrassing oversight.

In fairness, Gran Turismo didn't do any better this week; they scheduled their Nations Cup broadcast directly opposite the F1 like morons, and the NC race was decided by a kerb glitch spinning the leader out on the last lap. Rough week for competitive sim racing as a whole if it's trying to be taken seriously.
 
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Premium
Whenever I watched iRacing footage in the past, I often got the impression that there wasn't as much friction or grip loss off the track as you would expect. Perhaps my hunch was right if top split would rather take dirty tyres over hot tyres. And for a game marketing itself as the ultimate online PC racing sim it's a pretty embarrassing oversight.

In fairness, Gran Turismo didn't do any better this week; they scheduled their Nations Cup broadcast directly opposite the F1 like morons, and the NC race was decided by a kerb glitch spinning the leader out on the last lap. Rough week for competitive sim racing as a whole if it's trying to be taken seriously.
You used the appropriate expression: "marketing itself".

There are plenty other examples which people select to gloss over, such as Jardier and Jimmy Broadbent duel for the fastest lap around Nords on the Mercedes W12...

Just watch how they drive an F1 as if it was a BTCC car, hitting huge curbs at virtually any speeds on their fastest laps without being flown out into the barriers.

Basically, all sims have flaws as there isn't enough CPU power to simulate everything at a pro simulation level on a home PC and...

iRacing gets away with bold claims of realism because its tyre model has an unrealistically difficult "snap point" when grip simply vanishes with little to no warning... when, in fact:

Difficult does not equate to Realistic

Many pro drivers with experience on the Porsche 911 Cup (model 991 and before) are on the record saying that iRacing's Cup car was absurdly difficult to drive and unrealistic.

Yet, iRacing users love it and considered the 992 version that came last year (early this?) as much worse, too easy, etc... when clearly in this case iRacing seemingly got much much closer to the real deal...

Go figure :-D
 
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I have been an user since 2009. Progress has been steady most of time, but in the last years (I would say 5) iRacing's physics advancements have slowed down to a crawl. Many cool features, but the whole NTM thing is a proven failure (it has explicitely failed to deliver the premises spelled out by the devs).
In retrospect, the whole NTM thing was marketing BS, vaporware. Here is a 2010 photo-op of David Kaemmer pretending to "measure tires". How ridiculous is it?

Dave-Checks-Tire-at-Calspan.jpg


 
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You used the appropriate expression: "marketing itself".

There are plenty other examples which people select to gloss over, such as Jardier and Jimmy Broadbent duel for the fastest lap around Nords on the Mercedes W12...

Just watch how they drive an F1 as if it was a BTCC car, hitting huge curbs at virtually any speeds on their fastest laps without being flown out into the barriers.

Basically, all sims have flaws as there isn't enough CPU power to simulate everything at a pro simulation level on a home PC and...

iRacing gets away with bold claims of realism because its tyre model has an unrealistically difficult "snap point" when grip simply vanishes with little to no warning... when, in fact:

Difficult does not equate to Realistic

Many pro drivers with experience on the Porsche 911 Cup (model 991 and before) are on the record saying that iRacing's Cup car was absurdly difficult to drive and unrealistic.

Yet, iRacing users love it and considered the 992 version that came last year (early this?) as much worse, too easy, etc... when clearly in this case iRacing seemingly got much much closer to the real deal...

Go figure :-D
While I agree with pretty much everything you said (I’d have to see the video about the curbs, as curbs don’t necessarily murder cars IRL depending on the speed, angle, setup and attitude of the car)…there is something that people don’t seem to consider when talking about “realism” in consumer sims: how realistic can the experience be, when most sim racers aren’t using hardware that’s closer in speed, strength, resistance and response time as real cars? You could have Mercedes F1 “accurate as it gets” multi-million dollar sim software running on their network of supercomputers…but if you connect it to a G27 or similar wheel clamped to a wobbly desk, how realistic is that experience? It goes both ways IMO. (Please don’t be offended if this describes your setup; I’ve been there for a long time)

I say this because lots of people make comments about iRacing’s snap oversteer, but over the years many of them came from people driving gear or belt driven wheels (people have been talking about this for years, long before direct drive was mainstream). As I’ve gone from G27 to Fanatec CSW to now VRS Direct Drive over a 6 year period, I’ve noticed that catching slides can be directly linked to the ability of the hardware (all other things being equal). When you incorporate tactile into the equation (transducers on rig and/or motors on the pedals) or motion, it gets even more intuitive. Slides are easier to catch IRL life because your entire body feels the signals, not just at the wheel. I’ve caught slides in iRacing that I know would’ve wrecked me in years past thanks to wheel and tactile pedal motor upgrades, as I drive predominantly by feel, as opposed to most aliens who seem to drive predominantly by sight and audio clues (guys who are top 1% but drive with G27 with FFB really low or off).

This is not necessarily in defense of iRacing (as it seems you equally can’t defend iRacing without being labelled some blind cult follower), but ask yourselves which is more “realistic”:

A) software with minimal artificial FFB aids (or none) connected to hardware not capable of reacting fast or detailed enough to slides.

Or

B) software with lots of artificial FFB aids designed for catching slides with slower, less detailed wheels, but driven using faster, more detailed wheels?

Obviously the answer is neither, you should want perfect hardware and perfect software, but the world isn’t perfect in consumer-land (unless you have couple million to spare lol). No sim is perfect, there’s always room to grow and improve.
 

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