I'm not sure about using paddle shift - I had it initially, but the shifts felt almost too fast so I went with the sequential. I'll revisit this though now that you brought it up.
As for the tires, I initially did some testing with slicks, but I couldn't find a good width for them where the characteristics would've felt nice and correct. However, that was quite early on in development, so I'll do some testing with slicks now that the car has progressed. I'm biased towards keeping the 235 road supers since they're closer to the real thing, but on the other hand it does take away from the realism in terms of aero. If I find a good balance with skinnier slicks I might switch over to them.
You are right, the caster is on the higher side. However, I've consulted with an engineer in the know who confirmed that this isn't very far off from what was run in the real cars of the 'era'. I might do adjustments at some point in the future but it won't be a massive change.
I've corrected this and will update the mod soon.
AI has not passed my mind yet with development, since I've not been aware of there being any level of support for AI with mods. I can offer a default setup with hybrid tires though to deal with this issue for now.
I've updated the mod, and the car is considerably better now! I tweaked the aero and suspension in accordance with the feedback, which has made the car better to drive. The aero balance is nicer now, and it can actually handle a bit of rough terrain now too. It's still not perfect over jumps, but it's more tolerable and the suspension doesn't break on landings anymore.
How do I fix these doubled normals? I have absolutely no clue what the reason for them is, but they appear when I build new tris on the body. They seem to be destroying the overall look, so I'd much appreciate advice for this issue.
EDIT: Fixed the issue: Went into 'groups' mode -> selected the tris that looked different (they were part of a different group!) -> assigned them to the correct group from top-right
Thanks! The visuals are definitely lacking right now - mainly because I don't really like working with the LFS editor. Ideally the quality would be that of the rear wing which I made in Blender, but I can't do that with everything. Texturing is also another area that I'll have to work on, but I have very little experience with that so it'll take some time. All in due time, however!
As I've stated in the description, the aero is way too powerful right now anyways, mainly due to the tire limitations. However, I did overlook testing the car over jumps, so I'll get on that and adjust it so it's more stable in the air.
The tarmac spec I've offered isn't really made for bigger jumps like the ones on that track, at least not with the base setup I've offered. It should be able to handle some smaller jumps on stages but you'll have to create a new setup for other purposes. I do agree though that the suspension does need some work, and I'll be diving into that in the near future. I appreciate the feedback!