What makes you say locked diff is slipping more? If I do the tightest turning circle possible in the XRT with the locked diff, it generates more force (visible in F mode) than the LSD set to highest which means the locked one is slipping less (its probably not slipping at all).
Torque steer is channeled from uneven load between the tires and is amplified with open diffs. There is no defined value to get rid of torque steer, it's mathematically proportional to all the variables available.
You most likely run a rather high force feedback, open front diff and it still sends 5% torque to the front which is why you feel torque steer. There is no fix to be done to the game to get rid of it, it makes sense for the car to behave this way with how it's setup. The only thing would be if you could change the torque split to be 100% RWD.
One thing which COULD be a problem is that the front wheels have a higher moment of inertia in the RB4 than in for example the XRT because of the weight of the diff and driveshafts. I dont know if LFS takes this into account. (possibly also a drag in the diff)
I can assure you that you're not the first to suggest this, but I don't mind.
The devs have recently updated to a newer DX and improved the reflections and introduced post processing shaders so it's not impossible that we will get some more visual goodies soon enough.
not only that, it would be cool if the reflection angle change when you move your head (not that I have VR). And having mirror adjusters. Another level of realism lol.
I did around 150 laps on blackwood before I bought S2 back in 2009 or whatever. Demo users can spend a long time on the demo track but will eventually get tired of blackwood and buy the game (like me).
These limits might "force" demo users to buy LFS, but the people who cannot afford the game are less likely to return once they can afford it if they are shut out from demo.
.:triplefacepalm:.
1. You linked to a video of BeamNG in the original post, not IRL videos.
2. BeamNG does not feature over reving damage or transmission damage. It only features soft body collision damage.
3. LFS features over rev engine damage as shown in the two IRL videos you linked.
4. Switching to reverse at speed in LFS doesn't provide any advantage so there is no reason to give penalties for it.
5. A real effect of incorrect shifting would be gear grinding, however this can't be simulated because you can't trough software programming lock out a gear from the actual real physical gearbox controller.
6. This idea is pointless
.:4xfacepalm:.
You know that beamNG doesn't have transmission damage for incorrect shifting?
And no engine damage for over reving? You do know that LFS has this already?
even though a big europe map would be pretty cool and all, I don't think this idea is fit for LFS. The player base is too small to diversify the game too much with too many different tracks (and too large tracks). The best is to keep it at a quite few available tracks with features to please as many people as possible.
A game to recommend for you is TDU. Sure it doesn't have as accurate handling / feeling as LFS does but it's not too bad for just cruising around. The game is definitely enough to have fun and the map isn't all of europe but a remake of hawaii (which is big enough to be fair)
Transmission is free in the setup menu
Better brakes are also free, in the setup menu
Suspension upgrades are also, you guessed it, free in the setup menu.
Better tyres can be achieved with tweak. Some cars such as XRT comes with grip/drift tyre options without tweak.
I guess we're even then. Since you make a big deal out of pretty much nothing and start talking down on people. Do you really think that it would of made any difference if I made a new thread? "Trying to steal hype" please... It's not like he paid any money to start this thread, or that you get any more views from posting a video as a response rather than making a new thread about it. Anyways, I'm gonna leave this one to you now, because you obviously just enjoy smack talking on these forums anyways.