I fink 'is point woz dat..
Sliding around corners generally is not faster BUT in tight hairpins it IS faster than gripping through it. I think that point was mentioned earlier too. Classic Japanese touge racing specifically includes these sort of corners where drifting is actually faster.
The main point though, was that drifting takes skill to perform correctly. I might add my own viewpoint too. Gripping or drifting, it takes huge amounts of skill to consistenly perform maneuvres at the utmost limit.
When it comes to drifting being a spectator sport, I got the impression that e.g. a touge is far from it. Modern race track drifting, as long as it's not done individually, is perhaps more spectator oriented but still not actually for the audience whereas when drifting individually it's the only purpose.
Needless to say real drifters don't drift alone but battle it out. If you've ever watched drifting battles, even when performed on a race track, you can tell there is an element of competition in it and the more perfectly drifting driver will end up at the line first.
*edit:
Also consider that error margins in drifting battles are very, very small. One might even say smaller than in grip racing. Drifting is done over a lesser distance (tyres don't last
) so there is less chance to catch up so backing up is simply not an option, unlike in grip racing you can wait and try the same move on the next lap. Watch how close drifters are, it looks incredibly demanding to keep the car so close, to get a better line. Keeping the car from going too wide or not wide enough and stopping the sliding altogether is far from easy, especially when the outside car's rear tyres may go slightly off the road and catch grass / dirt.
Sliding around corners generally is not faster BUT in tight hairpins it IS faster than gripping through it. I think that point was mentioned earlier too. Classic Japanese touge racing specifically includes these sort of corners where drifting is actually faster.
The main point though, was that drifting takes skill to perform correctly. I might add my own viewpoint too. Gripping or drifting, it takes huge amounts of skill to consistenly perform maneuvres at the utmost limit.
When it comes to drifting being a spectator sport, I got the impression that e.g. a touge is far from it. Modern race track drifting, as long as it's not done individually, is perhaps more spectator oriented but still not actually for the audience whereas when drifting individually it's the only purpose.
Needless to say real drifters don't drift alone but battle it out. If you've ever watched drifting battles, even when performed on a race track, you can tell there is an element of competition in it and the more perfectly drifting driver will end up at the line first.
*edit:
Also consider that error margins in drifting battles are very, very small. One might even say smaller than in grip racing. Drifting is done over a lesser distance (tyres don't last
) so there is less chance to catch up so backing up is simply not an option, unlike in grip racing you can wait and try the same move on the next lap. Watch how close drifters are, it looks incredibly demanding to keep the car so close, to get a better line. Keeping the car from going too wide or not wide enough and stopping the sliding altogether is far from easy, especially when the outside car's rear tyres may go slightly off the road and catch grass / dirt.
having said that I don't think engine tunning/tweaking would add anything to LFS in its current form...
tyre temp/ wear has improved that situation a little. But I look forward to the day when many more factors come into play, like brake temp/ wear (brake fade/ failure), engine temp, track conditions (racing line differences dry verses wet as Tristian mentioned, different fliud spills from crashes or engine failure), component failure due to stresses imposed on the car by different driving styles, accidents, etc (engine, gear box, tyre, brake and even suspension and drive train reliability - wouldn't like to see totally random failure, failure linked to forces imposed on the car with a random element based on real life reliability data would be ideal), varing weather and light conditions during a race... just to name a few from the top of my head


).
(sim within a sim)
I don't think I have understood everything....