Regarding overdamping in iRacing, it should be possible to check if it is allowed even without resorting to analytic calculations. There are certain track conditions that can be used to highlight the uberslow weight shifting that happens with overdamping. E.g. I remember if you use enough of it, the XRG does weird things on the last chicane on BL1. So it should be just a matter of finding the right combo and stretch of track to make a test.
@ Bob, I've looked at the spreadsheet, very interesting stuff, I'm certainly going to play with the sheet a bit to check my own sets
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I've tried to follow the logic behind the formulas and it seems consistent to me. BTW can you suggest an online resource explaining where they come from?
Back to topic, basically what people are doing is giving up on proper wheel control to manage the weight shifts instead and obtain the handling they want.
This only works because of shortcomings in LFS' simulation models i.e. tyres and suspensions. The car should be jumping around and losing grip on even the most insignificant flaw of the road, and even if the track was perfectly flat the temps would be insanely high, that is if everything I've read on the subject so far is correct and I understood it well.
Concerning squatting and diving, I take they should be controlled through suspensions geometries instead. So is it correct to assume a better susp sim model would render overdamping much less useful than it is now?
And back to iRacing again, assuming it has working anti-squat/anti-dive geometries, there would be no need to use overdamping in the first place
Has anybody an idea if it really has that?