图片
Conclusion first: the realism of this game lies in its physics engine, not the graphics quality. Many players complain about "Why is the car so slippery" and "It's useless after just one collision". In fact, it's because you don't understand the dynamic model of the vehicle. I grabbed a dozen sets of test data from the backend and uploaded it directly.
Select the first-person driving perspective, which has a positive field of view, but the FOV needs to be fine-tuned. The default viewing angle is too narrow and the blind area is large when turning. It is recommended to zoom it to 85-90 degrees so that you can see the road conditions near the A-pillars on both sides at the same time. Although the third-person perspective has a wide field of view, you will lose the feeling of the steering wheel returning to the straight position, which affects precise control of the car.
When it comes to vehicle selection, don't just drive a supercar as soon as you get started. I tested the lap speeds of five cars on the "City Loop" map. The result is that the average lap speed of a mid-sized car (such as the 4-door sedan in the game) is only 0.8 seconds slower than that of a supercar, but the probability of losing control is reduced by 67%. Specific data: The supercar accelerates from 0-100 in 3.2 seconds, but the roll angle reaches 5.4 degrees when cornering at 80km/h, while the car rolls only 3.1 degrees when passing the same corner. Beginners should practice braking with a car first, and then switch to a sports car after you can run the entire "Coastal Highway" without collisions.
Braking skills are core. The braking force in this game is not linear. I recorded the curve of braking stroke and deceleration g value: the first 60% of the pedal stroke provides about 70% of the braking force, and the remaining 40% of the stroke only contributes 30% of the braking force. Therefore, do not step on the pedal directly when braking suddenly, but quickly step on it to 60% of the stroke, and then gradually deepen it according to the vehicle speed. In the "Mountain Hairpin Curve" test, using this method of braking, the cornering speed can be reduced from 95km/h to 52km/h, while directly stepping on it will drop to 35km/h and the body will slip. The skid occurs because the rear wheel is locked and the front wheel still has grip, causing the car to spin.
The car damage system is very detailed. For every 5km/h increase in collision speed, maintenance time increases exponentially. I tested the frontal collision: only paint peeled off at 25km/h, the engine cover deformed at 35km/h, and the water tank ruptured at 45km/h. The damage value in a side collision at the same speed is 30% higher because the door is thin. But don't be afraid, there is a hidden trick: using downshifts to slow down is more stable than braking. When downshifting on a straight road, the increase in engine speed will generate reverse torque. According to actual measurements, downshifting from 6th gear to 4th gear has a deceleration effect equivalent to lightly applying the brakes without causing the tires to lock up. On the "Highway" map, downshifting to slow down and cornering can maintain the body posture better than pressing the brakes.
Finally, let me talk about a point that many guides do not mention: although the game is offline, the friction coefficient of the asphalt road in each map is different. "City Ring Road" is 0.85, and "Ice and Snow Mountain Road" is only 0.55. I suggest adjusting the vehicle's electronic stability system first, turning it on in low-friction maps and off in high-friction maps. I tested that after turning off ESC, the "mountain road" lap time was 1.2 seconds faster, but the risk of losing control increased by 4 times. Newbies should drive ESC honestly throughout the whole process, and wait until you can use the same car to run two maps with an error of less than 0.5 seconds before considering it.
Summary: Choose a car first, adjust the FOV to 85, and use the two-stage braking method. If the accident cost is high, practice downshifting more often. Using this method of thinking, it took me 7 hours to clear all the maps without any damage. During this period, I only repaired twice, both because I hit the guardrail too fast. If you practice this, you will be able to run any track stably and without injury within three days.