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Ah, I see. So the more handling, the faster steering responds and the less likely the car is to start skidding. Grip, I presime, additionally affects skidding on top of handling, then? But this is very helpful. Thank you kindly.
Just in case you are still bewildered: https://www.tyroola.com.au/how-tyres-work/
That link is a Joke Malidictus.
Some tires will spin a lot in sand and if you're pointing uphill you may not be able to go forward at all. I use the next to last sand tires (with the ribs) for all surfaces. The slight reduction in speed on packed surfaces not enough to bother switching IMO.
Handling is input, whether stick or keyboard. Traction is set by the tire type. Of course you want a high level of each for the Magnum Opus.
Thank you kindly, that was very informative and exactly the kind of answer I was hoping for. From what you're describing, it sounds like handling controls the speed at which steering responds to control input, either button press or button release. Low handling would mean my steering would take longer to reach full deflection and longer to self-centre, which has the effect of inducing input lag and causing pilot-induced oscillation.
Grip I'm still not entirely sure of, but it seems to control engine power to the back wheels. Mad Max - like a lot of other vehicle games - doesn't actually seem to simulate traction at all, instead just reducing engine power on surfaces with low grip. That's why attempting to climb a hill with poor grip and a heavy car will cause my throttle to have a very weak response, barely revving the engine while swapping to more "grippy" wheels will cause the engine to rev. It would be more obvious if the wheels spun without moving the vehicle, but that doesn't seem to have been modelled.
I'm not sure how - if at all - grip affects a car's likelihood to spin out. It does seem like some cars are much more likely to spin out than others driving at the same speeds, but since I don't know the stats on NPC cars, I don't know what's causing it. I assume spinning out depends on handling, however, as my car got much more spin-happy the heavier I made it and the more handling I lost, despite using the exact same tyres.
There definitely is a was at one point. One of the reasons I asked is I had issues climbing sand dunes in The Dunes region with Pinkeye's Slicks. Hot-swapping to Gutgash's Sand Tyres made my car climb much better. Then again, that was WAAAY back in 2015. I'm told the game's had a few patches since them, which affected vehicle handling. In this iteration, I never had much issue climbing sand dunes even with Slicks, so that might have changed.
The devs for this game really mastered the input. It's a lot more than just a static faster or slower "rate" while the key is pressed. There is also double hyperbolic curves in the rate and it's in microseconds. In other words the rate will change the increase itself faster or slower the longer the key is pressed.
Spinning out involves factors of overall weight, weight distribution, center of gravity and unsprung weight. You know those lightweight Spotters are likely to spin out when hitting the barrels in races. The devs probably used a single generic mathematical equation for tendency to spin but again, they did a great job of it, IMO.
Grip has to affect the tendency to spin, less traction, more tendency. You can only swap tires on the Magnum Opus of course.
I have to say, though - as good as the system might be, Death Run vehicles randomly spinning out when hitting the barrels I'm required to hit in order to complete the race is one of the most annoying things I've run across in gaming. It means success or failure in the race is a roll of the dice.
Of course the races involve failures, it's not supposed to be easy. This game is way too easy anyway. For cars that typically spin out hitting the barrels have the wheels straight and let off the gas just before hitting them. If you have the throttle on and wheels turned you're more likely to spin.