Too much info is a bad thing, it would be difficult to do a really general guide without being a chore to do. It'll be an idea to do a guide for each course with sub-sections going into more detail and Road, sports, GTR and SS classes. to cover individual cars would be a nightmare, i still cant belive there are 827 combo's (not including autocross/skidpan/carpark)
good guide dano! nice layout and plenty of info although it was mainly related to the FXO. and the trouble with a general guide is that you'd have to make it usefull to every kind of car, from UF1000 to F08. it makes sense to have a general guide (827 combos including reversals) but you'll have to heve little notes explaining the different approaches for different cars.
Dan's guide is a pretty damn good example of what should be done although a map with several (different cars) lines illustrated (with brake zones etc) to show how it changes from car to car.
A simple map with valuable pointers would be all thats needed, search for apex's guide to blackwood (s1 days i'm afraid) it wasn't perfect but showed you where you should be at least. although a replay would be good too.
Although you've got to remember that there are a total 414 combos of cars and tracks to make guides for, unless you were to do a general guide for each layout it looks like an unsurmountable task.
It would make more sense to make a few guides for the more novice player since it's a lot harder to learn the tracks when you'r elearning to drive at the same time.
my suggestions are: Blackwood (obviously) Fe green (good choice) and AS national/club.
It might be an idea to make a nice, simple exaple of a guide and then ask the community to make similar guides for each combo, it's gotta be kept relatively simple tho' if you make it too complicated it won't get done.
BTW you can get a nice map of each track using LFS spectate or a replay analyser (using the CMX files on Liveforspeed.net)
There are two schools of thought about engine braking,
a, set the brake bias (driven wheels low) so that you can use massive amounts of engine braking to assist the wheel brakes.
b, set the brake to work at maximum capacity and use heel & toe (or auto blip) to save loading up the tyres even more when downchanging
I mainly use B with a little spare grip incase i make a proper mess of the downchange.
It's a lot easier to rely on engine braking to slow you down but it means that you have much less control over whats going on at the wheels. and as fetzo says, trailbraking is a little more controlled with more front bias.
Although it makes a huge difference weather the car is RWD, FWD or AWD
with AWD+FWD you can get away with a lot more engine braking than you would in a RWD car, my suggestion is to turn auto blip on (or learn to heel & toe) if you want maximum possible braking effort since the braking force the engine generates varies a lot with revs/gears etc and wheel braking it totally consistant, allowing you to use a hard, consistant braking effort
There's an enourmous number of variables involved with a R/L engine I've never known 2 engines (even of the same type) to be alike. There are always little differences.
I've recently been trying to model my new car, a Pug 306 D Turbo. It only revs to about 4800 and peak torque starts at 2400 and stays flat until 4500. it's been quite a challenge to model, since there's no graph available (Somebody need to do something about that)
You can get reasonably close but it would be nice to have a slightly more detailed engine model. It's gonna be tough tho! i'm pretty sure it's gonna be complicated to code, however simple the model.
I keep my LFS on it's own partition but i still have to unlock if my windows partition changes at all, i suppose a ghost might work but i doubt it, as it would make cracking LFS far too easy.
It's worth the tiny inconvenience of only having a few unlocks available, just to stop the lazy, tightwad, dis-respectfull cracker idiots out there.
I haven't raced the AI for ages, simply because they're not exactly intelligent or fast - although i would bet that most noobs spend a good preportion of their time racing the AI. It's nice to not have the pressure of actual human opponents when you're learning to drive, so I voted yes. AI are kinda important.