I have no experience with FWD setups, but you can try to add more locking to the diff, and even try a fully locked diff. But it might cause power-understeer if you are too hard on the throttle.
According to FireBug, the error is because the PHP document declaring some of the JavaScript functions don't have the correct character encoding, the content is read as garbage by the browser. This causes the browser to not declaring the JavaScript functions it need to properly display LFSW.
There are also replay analyzers that allows you to compare a replay of your singleplayer lap to replays you can download from LFSworld, such as WR laps. You can then directly compare your lap against theirs. You will see how your line, braking and acceleration might be different, aswell as entry and exit speed in the corners.
LFS distinguishes between different types of surface (concrete, asphalt, grass, etc), but I don't think it distinguishes age and condition of asphalt. I'd guess all asphalt surfaces are of the same asphalt class with the same grip properties.
But it would be nice if it did have difference between dirty and clean parts of the track, and parts of the track with different temperatures (in sunlight or in shadows). Who knows, might be part of S3 some day.
Since I can not find any posts by you where the content reveals your license status, so I assume you mean the license status text underneath your post? In that case, your previous post will still show you as a demo user. The reason for this is your license status will not be attached to your individual posts here on the forum. If your license status change, so will the license status text change for all the posts you have ever made on this forum.
Not sure, but could it be something to do with the DirectX API after 9.0c (last XP compatible release) that causes this? Windows Vista came with DX10 integrated, and I'm not sure what Windows 7 ships with. But could maybe be with some slow backwards compatability on the newer DX APIs. Who knows.
This benchmark method requires a bit of work. If LFS had this type of benchmarking built in (along with voluntary reporting of results and hardware to LFSW) the developers could have a bigger data pool of actual hardware beeing used to run LFS. It might be easier to make decisions about directions to go in with the more techincal things, like GPGPU support, etc.
I guess that means the needle isn't proper geometry which can be antialised by the most common AA techinques.
Super-sampling antialiasing should however smooth it out, but it's quite costy on performance.
Generally higher pressures will actually make the tyre more resistant to wear, making them last longer - despite the fact higher pressures reduces grip. This off course when using the same compund. If you switch compund as you alter the tyre pressure, the story will be different.
And if the right rubber compund seems to be between two types, i.e too hot for R2 and too cold for R3, you can use tyre pressure to "fine tune" it. Lowering the tyre pressure will make the tyre generate more heat. So hot tyres can be fixed by increasing the tyre pressure, and too cold tyres can be fixed by lowering the pressure.
The amount of geometry is the same. The difference I see is that LFS suspends audio rendering, networking tasks and physic simulations. Computation for AI is also suspended when the game is paused.
The biggest difference between online racing and a paused single player game is the physic calculcations beeing suspended. But for a purely graphical rendering test, it should be pretty much the same.
But if you record a SPR with yourself at the back and play it back, all the simulations should be done, and the computational load should be similar to online racing (no computation for AI).
I had 8800GT too when I begun racing online. Reduce AA to 4x or even 2x, and reduce AF to 8x with MIP bias adjustments to compensate if textures gets too blurry. Also there is a dynamic LOD reduction setting under the Misc tab, aswell as multiplayer car draw distance you can adjust. You can also try using compressed textures. Don't force any settings in the nVidia panel.
If you want to experiemnt with the settings you can start a new race in single player and fill the grid with AIs. Put yourself at the very back of the grid so you see all the cars ahead of you. Before the green flag comes on, pause the game and go into options. Enable the FPS counter and start playing around with settings and see how the picture quality and FPS is affected.
It comes down to finding the best compromise. I normally just race with slicks, and they allow for some overheating on the inner parts of the tyre before they start giving up. In the case of R2 slicks, I can go as high as 105 degrees C on the inner parts, though the compund has a optimum temperature rating of 85 degrees.
How the load on the tyres will shift in the corners are related not only to how much the chassis can roll with the given suspension settings, but also how much the tyre deforms under stress. Higher tyre pressures will stiffen the tyre and prevent it flexing and deforming during cornering. But I haven't really noticed it having any effect on the current tyre physics. Who knows, it might be more noticable with the new tyre physics.
Higher pressures also will make the tyre more resistant to heating up. But this off course at the cost of less grip since the overal contact patch with the road surface is smaller. Another effect is the slip angle, which is the twisting of the contact patch regarding to actual direction the tyre is pointing in the corners. Slip angles generate force, which you experience as grip.
There is a slicksmod available if you want to mess about in single player. Road cars with slicks is actually quite fun. I wish some of them had slicks as legit option, i.e FZ5.
It's not that I do not believe these people feel they have been treated unjust and unfair by PayPal. But for such a big company, there will allways be some unsatisfied customers. Allways.
On the other hand, those bumps in the chicane forces you to be careful. Unlike the previous version, where you could just plow right through the poles.
I can not think of any safer method of paying online than using PayPal, and I can not think of any unsafer methods of paying online than reveling your credit card details directly to any website. The site you're buying from will never know any of your credit card details when you use PayPal, and on top of that PayPal have mechanism against fraud. You won't get any of these benefits if you pay directly with a credit card.
Should be easy to get a podium finish in the GT3 class. ^_^
If I had found out earlier there would only be 3 cars in GT3, maybe Cargame would have switched.