Vehicle physics

The physics in Raceroom has been developed over the years.

Physics Engine
Raceroom started out using Image Space Incorporated's isiMotor2 racing simulation engine (which was also used in rFactor racing game). It was then further developed and as of 2016 less than 20% of the engine was code from isiMotor.

Physics features
Detailed simulation of weight transfer, tire temperatures inner/middle/outer, tire grip due to wear, suspension, brake systems, engines, track grip variations, turbo modelling, decreasing wheel diameter due to wear, transmission synchro, damage and torsional flex and many others things. See more info here (isiMotor2): Car physics

Door to door racing
Raceroom physics engine is regarded top-tier among sim-racing games on the market among reviewers when it comes to vehicle collisions at speed. That leads to races occasionally being door to door like real races sometimes are, because you are not going to lose control of the car (most of the time) from a little scraping.

Physics driven FFB
The physics the vehicle experiences is used to drive the Force Feedback of your controller which gives a precise feeling of the car and what happens to it.

Cars do not all use same physics
Here is a list of some cars and the physics engine version used in them:

Link to forum thread from Jan 2022