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iRacing's Multi-groove Issue 

Cruisin' With Corey
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An explanation on why multi-groove racing no longer works on iRacing with the new tire model, and why it worked before. Strictly informative, with no staff confirmations. Sorry about microphone issues. I've already ordered a new one :)
Welcome to the Sizzle Nation! Where we will stream and upload sim racing videos, talk about motorsports and other news, and have a good time! Like and subcribe if you like the content! Check me out on twitch for live streaming!
www.twitch.tv/silva_c94

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3 авг 2024

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Комментарии : 6   
@TightInLooseOff
@TightInLooseOff 3 года назад
This is a good explanation. Thanks for making it.
@cruisinwithcorey
@cruisinwithcorey 3 года назад
Thanks! Hopefully with the build changes it’s made a bit better!
@DennisLaceyVlogs
@DennisLaceyVlogs 3 года назад
Great video. I had no clue. Is your strategy these days just run the line that's the darkest with the most amount of rubber?
@cruisinwithcorey
@cruisinwithcorey 3 года назад
Yep. Under no conditions on oval is getting out of the rubbered line ever going to be faster. At most, you can use the top for defense on some tracks. You’ll only pass if someone is really slow or if you have much faster tires
@austinjohnson9059
@austinjohnson9059 3 года назад
Welp… iRacings latest update has taken your concept to reality, while dynamic track is still broken, Auto Club is fantastic, just like real life. The way they did has flaws, like Charlotte being only the top side and sometimes Atlanta… basically took NR2003 br line lol
@cruisinwithcorey
@cruisinwithcorey 3 года назад
What they did wasn’t wrong. We needed variable grip. The balance of how much grip was put elsewhere on track I’m sure will be fine tuned. “Grip strip” seems like a half assed way to do it on paper but it’s not actually wrong lol Ideally it’d be a realistic gradient. But yes we still need a functioning dynamic track in tandem with variable grip for everything to work as we want. A big step in the right direction at the end of the day though!
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