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Leuel48Fan t1_iuffubt wrote

Sim racing developers (particularly iRacing) have been trying for AGES to naturally prevent that from happening at some of their virtual short tracks, turns out if executed properly irl, IT WORKS TOO!

I'm also sure the new stiffer, more durable NextGen chassis played a role in how successfully the move worked.

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Robbylution t1_iugvj4d wrote

Can’t they just increase the coefficient of friction for the outside walls and be done with it? Or would that be too punishing for a quick nudge? Maybe if they ramp up the cf as the contact time increases…

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blackvr t1_iuhhfuw wrote

There’s all sorts of things that could be done but they’ve been trying to go about it in a realistic way. Turns out wallriding is viable in real life too.

At the end of the day it’s going to come down to their damage model being detailed enough to deter this. Obviously last corner last lap with huge stakes on the line in this situation so damage doesn’t matter, but that will be the key to keeping it from happening regularly.

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Klendy t1_iuj2sby wrote

It's viable for one set of turns (maybe two laps at most at Martinsville) before you destroy your car so badly it cannot continue. After the first impact you'll have very little control on the next straight and have to hope you stay stuck to the wall. Video games and simulators don't yet replicate the damage well enough to discourage it

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Przedrzag t1_iuhdvr4 wrote

A higher CoF would slow the car down, but you’d need something else to make this unviable. Softer barriers would be the best bet for stopping wall riding

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Nutlob t1_iuh4i6o wrote

I think the new barriers played s huge part too - much less abrasive than the concrete wall

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Klendy t1_iuj2uyi wrote

SAFER barriers have been around almost 20 years

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