depends on the cars you use both in AC and LFS. Same could easily be said if you compare different cars, like for example DTP cars in AC drive themselves.
Try drifting the default cars such as XRT and FZ5 or something not fully meant for the purpose, they provide a bit more challenge than mods with 60 degree steering locks specifically made for drifting.
It's not that difficult to drift in real life, either. You would have the same effect of car steering itself, if you remove the power steering
I would probably say the mexican gp track has the largest fully flat oval at 1 mile long. They seem to be using the stadium section for nascar, too but there is also an oval layout raced counter clockwise
There's a small bug if race is started from the lobby menu screen, the cars have default setup and full tank of fuel regardless of whats selected in pit menu. Not sure if it happens on the stock LFS cars too.
My bad misunderstood, but if that happens you'll know in the future atleast
It's a 3D printed part most likely, just give it a bit of dremel or file treatment at the place where the gear plate restricts the shaft from going into its slot properly, until it seems to make proper contact. Depends how it looks like but it shouldn't affect the mod's function if you're careful with sanding it down
EDIT: sorry the pic might be from the potentiometer side, if it gets loose it traps all gears up into 1st and down into 2nd Can find the culprit by following these since they connect to same bits, taping the wires up might help them not get caught between the sequential plates that hold the assembly together
Speaking of that, seeing as you have an S3 license you could use LFS Editor to increase power, reduce drag or add wider tyres to the AI cars possibly letting them have a bit better pace compared to player. It's sort of a bubblegum fix, pretty much have to give them more speed in the straights for them to gain the time back lost on corners.
They don't take the corners really well, i guess the AI is programmed to regain traction or not to go over it by any means, so they can't utilise any form of tyre slip, it is eliminated instantly instead.
Yes, both wheels will rotate the same speed regardless of situation.
There are a lot of things that make a lot of sense but it does require different amounts of FFB compared to actual cars. I normally use 25% FFB in LFS, and found out that 110-120% ffb seems very kart-like.
The massive difference is that you do not have the same information about the G-forces going through your body in a sim as you would in real life without spending thousands of euros in hardware, it makes it harder to anticipate what the kart is actually doing (this is a hurdle in racing sims for some professional racers also).