From testing in LFS, they decided just to add an undertray to the MRT6, and not the wings. At least, that's what I recall. The in-game car was never intended to be released to the public.
Intentionally. For the purposes of this comparison, rolling resistance and air drag are identical, thus while the acceleration figures given are too high, it will reduce them both by the (almost) same amount, so it's still acceptable to compare the differences between them, which is what we're interested in here.
If you add in an arbitrary resistance force (comparable to travelling faster), you'll see that in fact, the absolute acceleration benefit increases (albeit marginally), and the relative benefit can increase significantly.
You can work this out. Acceleration can be calculated by a=f/m, where m is this case is translational inertia, rather than simply mass, and force is engine torque over wheel radius.
I took my X-Type as an example, comparing new tyres to those with a full 8mm of wear, the car ends up approximately 2% faster in 2nd gear (higher gears give a larger benefit as the engine inertia tumbels).
It looks like it's always going to be that the vehicle accelerates faster as the tyre wears (at least for typical values). I've attached a spreadsheet you can experiment with. The wheel inertia calculation is very simplified but it will do for now. I could make it generate the wheel masses and inertias for worn and unworn but it's too late and I'm very sleepy right now.
Umm.... no. The only effect on top speed will come from the changed engine velocity and thus power output.
Because it's damn amusing. I'm sure I've read this before years ago, although back then it was about wheel view, rather than force "mode".
If you're faster with it on, that's great, but I assure it offers no more advantage to changing the FOV or any other camera related setting. Some people even race with the chase cam. We may mock them for being childish and breaking immersion but to be fair, they do have better vision around the car, so as long as they don't crash into me, I really don't care.
Nobody tell this guy about button clutches, macros or hacks. Then he might even have a point and it wouldn't be quite entertaining then.
You misinterperet. The current model you're all driving around on is an empirically based model that Scawen invented, perhaps similar to Pacejka (I don't know the details). I don't know if this is the same basic model that Scawen has been tweaking since 2002, or if he's ever started over.
The first new tyre model Scawen wrote was based on brush model theory. That model never made public as, although better in some areas, went very wrong when taken outside the areas covered by the assumptions and simplifications needed to make it work. So Scawen started a second new tyre model, based more on tread model theory, however it's ended up too slow for real time use in game, so there's now a third new tyre model, that aims to give results similar to the tread model, yet be sufficiently simpler to run in real time. That's no easy challenge.
The GIF format was created in 1989 and the animation extension was added by Netscape in 1996, thus pre-dating your PC by 3 years. So it should have no problems.
Up to 29 hours now. Is this likely to be resolved over the weekend? I'm putting out job applications with a link to a web portfolio that I'm making, it would be nice if come Monday morning I had actually created the subdomain I'm linking to.
Well the cars look like toy cars with almost no inertia. Which is exactly what they are, so I'd say that's good. If they looked anything like regular cars in motion there be a real problem!