Apart from this, has anyone found out why similar road cars feel so different between most popular sims? AC, RF2 and LFS - in each one the outputs differs for the similar(or even same) inputs. AC is a terrible mess imo, regardless of how cool the content is, physics are totally ****ed up, it's not even close to real car. LFS feels like there's something wrong with inertia, also the tires feels weird, they tend to have waaay too high slip angles. It's impossible to lose traction at front axle in an oversteer action, you just have to countersteer and no matter what speed it will save your ass. In rF2 it's the other way around. For example - NSX Type R feels like a two tons boat, even the Miata feels weird and hard to control once in a slide without having like 40 degrees of steering lock.
My conclusions: merging rF2 and LFS could give us a perfect sim (in terms of physics and UI). I would love to hear your thoughts, especially if you have had some experience behind the real wheel. Forgot to add: never played iRacing tho, so it could be the 'golden mean'.
is there any plan for LFS that i could see? did you ever consider moving to steam? wouldn't it result in larger player base?
or since you are working on these physics for so long would it become an ace up your sleeve that could give you both money and players?
is there a chance that it will be so damn good that some big automotive companies would want to get a piece?(in exchange for cash/tech support)
and in case of reving up tire physics development a bit, check out what ive found:
please keep in mind im not a programmer (aside from css/html5 basic bootstrap shit) nor a physicist, so i have no idea if it could be usefull, but it looks and sounds so good:
Is it 2-way or 1,5-way or 1-way? I mean, does the percentage adjustment of locking affects on braking or accelerating? If both, then in what proportions?