Yes, but not more over the top than non-rubbered/dirty surfaces that behave like ice/wet.
My personal feeling, too much marketing for the masses. The so called 'track evolution' has become a must in most part of the latest games. The problem is that (this is my IMHO) the real grip difference between fresh and used track is not so noticeable for normal people (pro's excluded). There is A LOT of players basically unable to drive 10 laps within the same 0.500s, their inconsistency is bigger than the tenths slowly gained from extra grip. So, what do you do with a feature that most part of your customers don't perceive? You boost it until they notice, too dam much.
Anyway, that is general, I suspect Bram's problem is more specific to the F2.
And Marco80... well, what can I say. I have no idea of racing. Neither about the state of my daily washed by rain (dutch) street, nor basic economy (tracks used 10 days a year... Monaco and a handful more?). And Bram is obviously hating and trolling... in his own forums. Right.
P.S. I must say, there is an idiot with a black BMW in my area that takes the turn screeching, that moron would be terminal damage in half of the sims I've tried. For once I would like reality to be closer to sims, not the other way around.
Many ppl can take turns screeching in real life and in sims too, infact ppl probably take turns at the screeching point of tyre slip even more in sims because people are constantly pushing until, and well past the point of slight over or understeer in sims, where as in real life people stay under those limits much much more throughout a corners entire phase (from initial brake application all the way until the end of the exit phase).
I think the problem with regards to track rubbering at the moment, is that every track, at first, is treated like a brand new completely dusty and not used surface.
I am sure once the game progresses (or definitely in the official release version) there will be some kind of way to adjust the rubbering starting point, or the grip starting point or something along those lines, so that the track maker or the game itself can have a track that only gets 2 second faster once fully rubbered in, or one thy gets 5 seconds, etc etc.
It's just in an early state at the moment.
Remember this isn't a beta like mainstream betas that just need mostly glitch fixes, this is a beta that is having big time core software engine changes and additions from build to build. It's like an alpha. ISI are learning the engine more and more everyday
On a separate note, I also heard there is going to be options an settings where different compounds/constructions of rubber and different track surface characteristics will have a realtime effect on how the rubbering works. Not sure if this is true it just what I heard.
What I do know is true though, is that ISI are aware that the rubber build up happens too fast right now.
P.S. I must say, there is an idiot with a black BMW in my area that takes the turn screeching, that moron would be terminal damage in half of the sims I've tried. For once I would like reality to be closer to sims, not the other way around.
I read that wrong the first time, haha yes I know what u mean, especially around side streets, a kid can pop out out of nowhere, I have heard some very sad stories
. Most ppl that drive their cars hard dont even know anything about handling technique, they just know how to drive hard until they hear some tyre screech. I bet most (but not all) of those idiots would be seconds and seconds off some of our times on a real race track.
They will either be many seconds off, or will be in the wall or gravel traps because they will push too hard without knowing proper technique of handling cars around the near limits area.