Hmm, can't find any from Richard again, he's doing it very profoundly... It may not be THE fastest, but certainly fast... Hell, I've tried myself: 1 lap smooth, one lap conciously overturning on corner entry... Guess which one was faster?
@PMD: Aero has to be better? Better values maybe, but from what I've read, iRacing implemented downforce based on angle of attack (rather than set angle in the garage) not that long ago... And since there's a new discussion about not losing downforce when the splitter (on the COT I presume) touches the ground, the DP may also be the only car with undertray aero... Sounds awfully like LfS (minus the DP) of about 2 years ago...
I don't have to... Quickly cranking the wheel to almost 180° on corner entry and straighten it as quickly when stepping on the throttle again is textbook induced understeer... But, if you feel better: Richard Towler himself said on the iforums there is an issue with too much grip over the limit...
Oh, it does... Slarti's observations are completely true (although he confused the light feel of understeer with tyres in the air), there is way too much grip over the limit... Or show me one RL driver that uses excessive induced understeer to scrub off speed and stabilize the car on corner entry? See any Orion HL-replay for how it's done to be fast in iRacing... Don't even let me start about the yaw angles the cars achieve without any loss in downforce... And there surely is a problem with low speeds too - I haven't watched Daytona Prototypes but I bet none of them bog down on the start even when they were on full throttle the second before, and the Radicals are no different...
Fact: in the Aero department, the only thing iRacing has over LfS is Ground Effect.
Fact: induced understeer, especially as excessive as shown in iRacing, in a car on fat, grippy slicks won't result in faster cornering.
Fact: dampers and ARBs in iRacing have no absolute value - how do you know you're setting realistic values there? How do you know if you even have realistic values to choose from?
Fact: driveline-model is non-existant. Shift with neither auto- nor manual(/petal) clutch - iRacing doesn't care. But god forbid you may want to get into gear when you get to the grid - silly boy, you have to wait for the lights to come on to do that!
I agree that iRacing has the potential to become the best sim quite quickly... If they'd finally wake up and focused on the physics instead of new cars when you don't even have enough members to get official races in any of the leagues other than the rookie ones and/or anytime else than peak times... As of now, there are so many elemental things still missing that the price seems quite cynic - I've got a year, but just because I am someone that can't stop halfway... After getting to A (which should be within the year) I won't continue as it stands now... What I then have for the € 200+ is nothing, maybe not even access to the member site/forums...
As an example: how many video-streams do you know that work a)in a very high quality, and b) without hiccups? So how successful do you think this service will be?
Apart from the servers that would have to come straight from space/hell to manage it on their side, think about how big the textures and how detailed the models have become - we're talking Gigabytes in a matter of minutes...
Or as someone on another forum said: "Great, now you can enjoy your lag even in singleplayer!"
I imagine the RAC would be quite a blast to drive in RL... Remember that the ARBs in LfS currently are wrong (in the way they work)... Stiff(er) front ARBs and weak to no rear ARBs are exactly what every race car features, it makes the car stable... We have it completely opposite in LfS, whereas the RAC should be a pretty good inspiration of how it should be done...
Yeah, he should have stopped with the rollbar really... And all that sound deadening to just half the outside noise? As any audiophile would point out: that's still a sh*tload of interference...
I don't even want to know how much he spent for this project - anyone of us had it probably taken to the track that gave its name to the car a couple of times for that money... Money way better spent me thinks...
It was something along the lines of the testing facility just started out so there couldn't have been any data from that in the sim yet and that come autumn we may see the first batch of data finding its way into the sim...
Another thing: tyres differ from track to track (that's confirmed by staff) and I seriously doubt they've gotten/are getting that much tyres from Goodyear, Michelin, Avon and others...
How can it be fact when I put allegedly (yeah, spelled wrong in my previous post)???
It's just something that crept up continually in those "curb issues" or "car handles unrealisticly" threads on the iforums (yes, they really called it that), and from guys that beta-tested the sim...
They even market a superior tyre model by having their own testing facility - alledgedly not a single line of this data (if they have any yet) has dropped into the sim...
It's quite good in the Solstice, but other cars have some problems still... Also, the tyres seem to be regarded as a solid object - it's too much following a curve (a very good one even by now, mind you), too sterile... As a consequence, induced understeer is very much promoted - something that on wide slicks (with downforce) would end in disaster afaik...
Anyway, the longer I go on, the more I'm disappointed... It's missing key elements that other sims had for some time... But for this price, it shouldn't... Don't get me wrong, it's still very good and hats off to the pace of development, but I can get an incomplete sim for a lot less than iRacing - and I don't pay them a cent for waiting...
A high, soft front is obviously to shift more weight to the front under braking, I don't know why you think I mean the rear... More weight at the rear is true on throttle, but that doesn't seem to be the main point of such a set...
So I couldn't have meant the rear tyres then... Either a softly sprung high ride height produces more load on the fronts under braking like I said or a stiffly sprung low ride height keeps the weight more rearwards, can't have both...
Not unless I've got something wrong... This setup seems to make the car nosediving under braking and the bias is usually pretty much forwards... I remember (faintly) that once I corrected the rake of such a setup with less ride height and stiffer front springs while leaving everything else untouched, it were the fronts that locked very soon...
In my experience an overdamped front rebound (which is what I'm seeing the most) takes longer to understeer in a long turn - I can only assume it has something to do with a lower roll centre/centre of gravity by not letting the car get up to its normal ride height... It's probably the primary reason why partial throttle application doesn't seem to exist in LfS... The only downside is the lack of reaction on quick direction changes - you have to force the car turning in the other direction...
I'm surprised you haven't noticed all those squatting cars though... The rake on pretty much every slick-shod car would never been used in RL... That's for braking (more load on the front tyres under braking -> shorter stopping distance)...
As for iRacing: you couldn't tell... The only thing you're setting are clicks under or above standard damping, there are no absolute values given so who knows what you're setting there...