I generally find clutch packs best in rwd's, with power side locking from 20-50% in high power cars and more in the low power things. Brake side locking depends on the track, anywhere from 40-80% usually.
Locked difs require too much compromise in the set imho. They understeer on entry at low speed and oversteer at high speed - generally the opposite of what I'd want. I see no improvement in corner exit speed with a locker - you have to reduce throttle instead of keeping it open and bleeding off any excess power through the inside wheel.
Even in the fwd's I've been moving to clutch pack lately - I find a locker provides too much variation in turning between power off and power on. Power off and they understeer like mad, power on and they oversteer like mad. Pretty much the opposite of 'normal' fwd behaviour. 80% power side on the clutch pack means I can pump the rear tyres up, set the suspension and steering up so I have fast, controllable turn in without throttle, and getting on the throttle just tightens the line a little bit, rather than madly wagging the tail as with a locker.
Even if the current degree of adjustment is 'accurate' it seems a little at odds with the rest of the setup features huge adjustability.
Tweaker - just because you do not understand the benefit in something doesn't mean that others would not. This suggestion takes nothing away from the ability to add as much downforce as you want, making the difference noticeable. I have been working on a set for the fo8 at aston north. One click of downforce either way makes a huge difference - either it doesn't turn enough or it turns too much. I can of course adjust this with the highly adjustable suspension settings, but they affect low and high speed corners equally, which is not ideal. I have confidence I'll be able to find the right combination eventually, but it seems a pointless complexity to the process.
What leads you to that guess? The assumption that lfs models everything presently in a perfect fashion? Personally I can't see at all why chassis flex would prevent the present oversteer behaviour on road tyres. It always feels to me like the cornering forces are too evenly distributed between steered and non steered wheels. Rear wheels should have much less work to do because the direction has already been 'set' by the force on the fronts, as far as my rudimentary thinking can see
not that I necessarily agree with the whinging, but the ability of 'the fans' to blatently misunderstand / ignore what are fairly reasonable (if debatable) points always amazes me. LFS really hasn't gone very far this year - a physics patch with modest improvements to tyres, general useability tweaks, and different, still fairly ugly sounds. For some that enjoy it so much and see so much potential, that can be a little frustrating Not that hard to understand. The biggest change to LFS this (edit: last) year, for me, has been a half arsed 3rd party app written as a stopgap while another, supposedly better 3rd party app was developed - CSR. The other app has still not surfaced
It's Scawens baby and he can do what he likes with it - that won't stop people being disappointed. Sometimes the disappointment gets too much for them
Ok, fair enough. You did seem to suggest that changes you would make to the curves in lfs (if given the opportunity) may not even be noticeable, hence my query I don't know how much grip is reduced when watching them on tv, but it's clear that it's far more than LFS currently exhibits.
I know you've said this before - but it doesn't tie in at all to what is seen in reality with race cars. Excessive wheelspin off the line in a race car results in them dropping back in the field signifigantly.
assymetric tyre pressure can gain you signifigant advantage. higher pressure tyres make the car faster - combine that knowledge with a track that turns one direction most of the time and see what you come up with
So long as you balance front and back tyres on each side appropriately (for the amount of turn you want) you don't usually run into any issues.
Having the generated sounds with a sample overlay seems like one of the best / easiest ways of achieving both a good 'useability' and a good sound, to me.
Why are people saying this is a 'new' sound system? I don't recall seeing that mentioned anywhere from Scawen?? Isn't it just the old one with a few bits added / modified?
I disagree. Decent engine sounds alone add massively to the immersion - I'd suggest they're about 80% of the sound that's important. CSR adds so much to my playing experience, still.