I believe he's talking about personal bests beeing stored on each of the servers he visits, somehow. Not sure. It can't be AIRW or LFSW, because your PBs are stored on a centralized server. Maybe he's racing on servers with some other InSim addons?
If I am not mistaken, it is engine breaking (preferably on rear-wheel cars).
The break balance is set too far rear.
The car will try to get the wheels that applies most breaking force to the front. If that happens to be the rear wheels, the car will try to turn around when you break.
It depends on the car, but generaly I release the throttle and break first to bring down the speed and revs before shifting, so that the revs hit just under the redline after shifting. If I shift too early, the engine will over-rev and sustain damage. Another effect of either over-reving or reving the engine very high when engine breaking is that the combination of engine breaking and disc breaking can overcome the tyre grip, and thereby cause the wheel to lock up.
Engine breaking must also be taken into account when setting the breaking balance. On rear wheel driven cars, a perfect breaking balance will be distorted by engine breaking, meaning breaking too much on the rear tyres which causes, as you alreay have experienced, the car trying to turn around and go into the turn with the rear first.
On some cars/setups that are understeering while breaking, I often intentionally set the break balance a bit too far back to help the car turn into the corners. But it can be difficult to control, sometimes causing me to go sideways instead of turning if Im too agressive on the breaking.
After tryng GTR Evo, netkar Pro and rFactor, I have the opposite experience than OP. In LFS, especially with slicks, the amount of grip is just amazing.
Watching other racers online is a very good way to learn how to be quick. See how and where they break, what lines they take, how fast they are going through and exiting corners, where and how hard they step on the gas, et cetera.
You can also kindly ask other racers to send their sets. Most often they will share theirs. Sometimes the set you get is all wrong for your style and taste. But if you collect a large amount of sets, you will find one that you can drive quickly sooner or later.
When I started out I got my hands on a few sets from really fast racers. But I found these sets undrivable for me. But as I progress in experience, I went back to some of these undrivable sets and discovered they're actually very good if handled properly. So don't just delete sets you get from really fast people that you can not handle. They might be useful sometime later.
Minecraft is casual, easy to pick up for anyone. LFS on the other hand is a niche, it's for players that are especially interested in racing. The two target groups for the games do not compare at all, and therefor I'd believe the potential income for the two games are of two different worlds.
I guess it's techincally possible to render the tyre marks into a single bitmap with alpha channels at some interval, and map it onto the road as a decal/texture. Rendering the new tyre marks to the existing bitmap now and then, and you can build up tyre marks indefinitly without it using alot of memory on individual tyre marks.
Turn off any torrents or other services that uses large amounts of bandwidth. If you have an wireless accsess point, turn on encryption/password if you haven't allready (otherwise other people might be using all your bandwidth). If your computer picks up multiple accsess points close by with strong signal, change the wifi channel so to avoid crosstalk/interference with your neighbours wireless network. You can use i.e inSIDer 2.0 (freeware) to scan the area and determine the wifi channel with least interference.
It's a very interesting idea. My biggest concert with the Cargame servers is that the races are so short. And the GT grid is usally very small, even on a full S2 server. The few times the GT grid is big, it only lasts a couple of racers before the connection limit Dave put in kicks in, disabling GT2 when connections > 38.
However, if safety rating is the basis for licenses in this new system, I think Airio (or what tracker there will be to monitor the races) needs an overhaul on the safety rating system.
For instance, if there is an crash up ahead and you slow down not be part of it, you still cause a yellow flag and rating is dropped. If you're worried about your safety rating, it's statistically better to do the very opposite; floor the pedal and hope for the best.
I agree with you that the community can provide alot of quality content. Seeing other games such as Little Big Planet and Minecraft, people definitly love to create content. And the quality and creativity of some of the content created by these players is really astunishing.
Im sure there are people on these forums that could provide content for LFS at the same quality that Eric does.
I think the scale of the content in LFS and Minecraft are too different to be comparable. In Minecraft, the developers can add new content such as new blocks, vegetation, monsters, etc, with a couple of weeks work. Adding a siingle new car or a new track to LFS I'd guess takes a couple of months work, considering the modelling, texturing, testing, tweaking and what not.
Im guessing the lack of updates is due to the development of LFS taking another path than what was planned for by the developers. If they knew the new tyre physics would take this long, they probably would focus more S2 content beeing released during this time than S3 content for the S3 release.
I've had this issue ever since I bought S2, but recently the problem has become worse. Every time other racers are leaving the pits, LFS freezes for a split second. However, now and then LFS freezes for up to 30 seconds with looping sound (which I guess is the sound buffer repeating). When LFS unfreezes, the real time simulation seems to have been going along normal. That is, me (and other racers) beeing totally wrecked or even been spectated by an admin.
Someone suggested turning off skin downloads, but I really enjoy having skins on the competitors cars when racing online. Is there other possible solutions I can try?
And if that don't work, you can try right clicking the exe file, choosing "Properties" and go to "Compatability". Enable "Run as administrator" and play around with the settings, i.e Windows XP SP2 emulation.
But the Sauber has automatically ignition cutting, and does perfect shifts. How do you burn the clutch then? Well, besides using a H-shifter and manually clutching, or reving the engine so low the auto-clutch trys to avoid it stalling.
I just watched the replay, and from the looks of it, there seems to be some sort of noise on the steering wheel axis signal. The wheel is shaking rather than wiggling. And the shaking seems to increase with higher steering angles.
Im guessing the problem could be within the mechanism that detects the steering angles on the (physical) wheel, and not LFS.
Have you tested the wheel in any other games to see if it is shaking there aswell?
Just changing the middleware without also making changes to the content (geometry, textures, shaders, etc) won't make any difference to how the game looks. So it would not just require time consuming programming to update the look of the simulator.
The car reflections from The Revolution Pack is a good illustration of what difference the content can make, even if it is something as simple as just textures.