
I also find that some tracks are simply horrible to drive on. Especially when they use ISI trademark sine wave bumps. I modified my terrain.tdf so these crappy unrealistic bumps are turned off. On tracks that have their own tdf, I tend to turn hem off as well.
Also, some tracks have ''grip zones'', often overdone. Then there are many tracks that simply don't have proper transitions in road camber..
The difference is staggering between a bad and a good track, not just in the 'nature' of the track. At the Ring for example you bounce all over the place over the sine wave bumps and big polygons. At Barcelona you have aaaaaaaaaaages to slowly smoothly drive it..
At the moment I love Road Atlanta by Uzzi. Snetterton 06 is alright, though some parts have a deliberatly 'gripless' outside of corners.
Good tracks in rFactor are few and far between.


. But it tells really well what is going on which is really awesome for an rfactor car, for me.
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The weight transfer has two effects. A light side needs less lateral force before it starts to slide, but a heavy side has relatively a bit less grip due to load sensitivity. However, really, not much is happening when you let go of the throttle; its not like that causes significant 'braking G force' to my knowledge. The other thing is engine braking. Of course I could increase that so the tyres get a bit more longitudinal forces, leaving less lateral force to work with. But how much engine braking does it have.. I'm not sure if you'd really notice it a lot in a 50/50 weight distribution car that has no uber compression big engine that locks the rears as you let go of the throttle.. 