There's a rule that engineers use to compare a model to the real thing, and it hinges on a single number; the ratio of how hard something is thrown around to how hard gravity holds it down. Match that number and a model behaves like the real thing. It's why a scale model ship in a test tank makes waves that look right, and it's the reason a 1/10 buggy at 50 km/h isn't "a car at 50 km/h" - the math says it's a full-size car at 158.
The factor is the square root of the scale: √10, or about 3.16, for a 1/10 scale RC car. It not only applies to speed, but also to time - which is why everything an RC car does looks like a film played at triple speed, and why footage of RC racing slowed to a third suddenly looks exactly like a full-size off-road race. It's why there's no other form of racing with action like seen in RC racing.
That single fact drove the whole design of Raw R/C. A racing game built for full-size cars and then shrunk doesn't produce an RC car - it produces a small full-size car, which is not the same animal and doesn't feel like one, and certainly doesn't look like one. Everything here is built outward from what actually happens at this scale.