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...
I have it at 119 % in the profiler and 3 ingame... And the reason is that the Logitech drivers - when set over 100 % - exaggerate weak forces but keep strong forces the same (100 % is still 100 %)...
I'd like to watch the V8SC myself and it's supposedly broadcasted on MotorsTV, but I neither have a provider with MotorsTV nor am I able to find a stream... If you find one, let me know...
WTCC I don't care about, personally I find both the balancing and the format a joke... You should be able to find streams here though...
Seeing those dark clouds, I suspect Audi is on a wet(ter) setup (again)... If there hadn't been (so much) Safety Cars, the Pugs would be far away by now...
No, but if you get it over 4.0, do 4 races the week after the coming one which most likely won't bring you under D 3.0 and cruise the last four weeks until the season is over and you'll be promoted to C...
Anyone knows why VICI withdrew their cars? I was looking forward seeing "Striezl" Stuck racing in Sebring but the commentators only said the VICIs don't race...
Well, it's the car's baptism of fire and they said their focus is just getting to finish... Additionaly, if you compare it to another first-timer (the GT2 Corvette), they're not that bad... And even tested teams are slower - like the PrimeTime Viper and the Drayson Aston (not that they've ever been fast)...
Meh, I feel there could be a bit more downforce at the front, but it's at believeable levels... I think the engine placement/weight distribution in general is to blame for most of the understeer issues... That and the imo very low-locking diff make for a truely unforgiving experience...
Scratch that, they still don't support any type of axis on anything other than an 360 pad... The only thing to get it to work is to create a script that simulates constant button mashing in the driver software... The irony of it all is that axii(?) work fine on the consoles - somehow that was lost in the port...
I can only speak for myself, but I find it good fun... The sim part is really good apart from minor flaws and weird things... The only question everyone should be asking himself is if it's good enough to pay roughly $100 every year, additional car- and track-purchases not included, and the Radical promo is the best way to find out...