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Kerbs

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Why are the kerbs so slippery in this game? In real like the drivers eat up the kerbs. Is there something you can change with your setup to allow more grip on kerbs?

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Ride height, dampers, differential. 

I'd say part of it is to try and make people NOT ride all the kerbs cutting and extending the track


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Kerbs are pretty slippery in real life too, and close to lethal when they're wet. Real F1 drivers are just -- good.
Agreed. It's the difference between tarmac and paint. And riding the kerbs in real life is tricky but Real F1 drivers are just -- good ;)

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Kerbs are pretty slippery in real life too, and close to lethal when they're wet. Real F1 drivers are just -- good.

KTBNL said:
Kerbs are pretty slippery in real life too, and close to lethal when they're wet. Real F1 drivers are just -- good.
Agreed. It's the difference between tarmac and paint. And riding the kerbs in real life is tricky but Real F1 drivers are just -- good ;)


From my experience, in real life driving on the paint isn't unbelievably slippery, even when wet - it certainly isn't as grippy as the tarmac, but it isn't like driving on ice either. I think the reason why you sometimes see cars spinning on the kerbs is either the kerbs are very high and it unsettles the car, or they go over the kerb onto the astro turf or grass, both of which are really slippery.

Also, it is possible that sometimes you want to attack the kerbs a little more in the wet, because 1) as they are a little higher than the tarmac, so they can be drier than the track, particularly when there is standing water, and 2) as you are going slower in the wet, the kerbs dont unsettle the car as much than if you hit it in the dry.

Like I say though, some corners you will take as much kerb as you like, others will see you in the barrier if you just clip the kerb in the wet, but I think the kerbs aren't overly realistic in the game - you can sometimes be sent out of control for hitting a tiny kerb, I reckon it may be a way to stop you exceeding track limits, but I could be wrong.

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Also, another thing I forgot to add is that when F1 arrives at a circuit, they likely repaint the kerbs etc. to make sure everything looks perfect, so I would probably expect the kerbs to be a little more slippery than normal, as the paint will be smoother than normal.

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Kerbs are one of the hardest things to get right in simulation, and they're always going to be either too easy or too hard for someone. As long as they respond as you'd expect to setup changes and aren't obviously ridiculous in either direction there are other things where the attention would be better-spent IMO.

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F1 2015 kerbs were far too easy. 2016 had it at a pretty good sweet point. You would only put your foot down if you were in a straight line. 
Any turning on it and they do bite you. They're really just something to utilize but you do have to be tricky. I don't think they provide any real advantage 

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I think the problem with 16's kerbs is they're not just slippery, but they slow you down a bit too much; you always lose a tenth or so on a lot of them even if you weren't sliding but just slightly tapped them on corner exits. There's a lot of kerbs you have to avoid completely to 'gain' time, where they'd ride them in real life for the better line to carry higher speed.

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I think the problem with 16's kerbs is they're not just slippery, but they slow you down a bit too much; you always lose a tenth or so on a lot of them even if you weren't sliding but just slightly tapped them on corner exits. There's a lot of kerbs you have to avoid completely to 'gain' time, where they'd ride them in real life for the better line to carry higher speed.
Exactly the problem. Feels that they calibrated them to be more punitive than real life. For example the drivers always throw the car wide on the kerbs at Austria yet sometimes in '16 the car will completely whip out of control if you do. 

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Exactly the problem. Feels that they calibrated them to be more punitive than real life. For example the drivers always throw the car wide on the kerbs at Austria yet sometimes in '16 the car will completely whip out of control if you do. 
Yeah I think the biggest example would be the wall of champions, if you ride that kerb close to the wall you'll lose at least one tenth compared to staying off the kerb completely. Happy to report this has really been improved for '17 though.

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Ujhelyi91 said:
F1 2015 kerbs were far too easy. 2016 had it at a pretty good sweet point. You would only put your foot down if you were in a straight line. 
Any turning on it and they do bite you. They're really just something to utilize but you do have to be tricky. I don't think they provide any real advantage 


As I have mentioned above, my experience of kerbs in real life are that they aren't overly slippery - some kerbs are very high and you want to avoid these as they unsettle the car.

In the dry though, most kerbs are not much more slippery than the track itself, and that is why you see drivers going quicker by running over the kerbs in real life.

In the wet it can be a slightly different story, but generally it is the grass/astro-turf beyond the kerb that the most slippery. Like I mentioned above, as you are going slower in the wet, sometimes you can attack the kerbs more than in the dry, as the decreased speeds means the kerbs dont unsettle the car as much.

But in F1 2016, the kerbs seemed too unpredictable - sometimes there would be a lot of grip on the kerb other times it would randomly spinning off even in the dry.

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Exactly the problem. Feels that they calibrated them to be more punitive than real life. For example the drivers always throw the car wide on the kerbs at Austria yet sometimes in '16 the car will completely whip out of control if you do. 
Yeah I think the biggest example would be the wall of champions, if you ride that kerb close to the wall you'll lose at least one tenth compared to staying off the kerb completely. Happy to report this has really been improved for '17 though.
Thanks for the update

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One of the things that let down the F1 games are track details are not updated enough run off areas, bumps in the tracks vibrations ie has silverstone actually got the inside kerb finally at turn 8 before the old straight finish line.

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