And I have tested it in real life with many different cars on different surfaces. The braking force required to lock a wheel is higher at a higher speed and lower at a lower speed.
Credit for this video should go to BYO-Interceptor (nee WTF), he created it for the post-race thread for this Monday Night Racing series race (held in July last year).
The admins of Monday Night Racing gave n23 many chances to redeem himself and drive cleanly. Even after this display it was still about 6 months before he was finally banned from the league.
One thing that may be a factor is that you're in Australia racing on a server in France.
Hence the potential for a lag hit is much greater. While your replay may not show it, his replay may show you tagging him simply because of a lag spike.
The fact that it seems to happen every time you get close to another driver might show that, according to their systems, you are hitting them.
Of course this doesn't solve the vote baaaaaaaaan issue of people hitting 1, but it may encourage you to take the ping time and lag into account when racing on European servers and leave as much room as possible.
Well, it depends what part of a corner you're in, really.
Front rebound doesn't have much effect during braking or turn-in. It has a bigger effect during the mid-corner but the largest effect is on the exit when it can help to control the lift (or not) of the nose, and therefore the amount of weight travelling to the rear of the car.
Softening (decreasing) front rebound can promote understeer because: it allows a fast transfer of weight to the rear under power, giving the rear more grip and at the same time it reduces the weight over the front, meaning less grip for the front wheels = more understeer.
At least, that's how it makes sense to me.
Yeah, I can see how it looks like that, but I've found it a little different.
The problem is that you haven't quoted the full image, the entry scenario you've selected is for a high-speed lift of the throttle rather than a braking situation.
The image is correct, though the wording is not as clear as it might be.
Its basic message is this:
- To increase oversteer (both entry and exit) - soften front and stiffen rear
- To increase understeer (both entry and exit) - stiffen front and soften rear
Of course that's a simplistic view.
The aspect of your post that I will pull you up on is where you suggest,
"I think it is the explanation for the rear compresson damping setting and effect of this on the car, because when accelerating, making the rear spring compress slower is more likely to make the rear tires compress instead, this enhancing the understeer."
Making the rear spring compress slower will not make the rear tyres compress instead. What it will do is limit the load transfer to the rear tyres: less load = less grip = more oversteer.
So, if you stiffen the rear compression or the front rebound, you will tend to get more oversteer (especially on exit) because you are slowing down the transfer of weight to the rear wheels.
Your confusion about the rebound damping on entry is justified, but the solution of increasing understeer on entry by softening the rebound is based on the idea of making the car more compliant; that is, less likely for the rear wheels to skip across the surface.
Again, the issue is more complex and I don't really have time to go through it fully. But the basic message of that image is correct.
I love how everyone ignored this and went off on a tangent about the Formula BMW...
To try and answer your question, I believe the MRT in-game would give you a pretty good idea how a real FSAE will behave, because it was based on a real car.
Of course there may be detail differences, but I agree with you: the "soul" of the car will be recognisable.
I once caused the clutch-plate in my rally car to explode (literally) because of too much heat, which I generated trying to extricate myself from a ditch. :ashamed:
And this was a "high-performance" clutch.
So, it is quite easy to fry a clutch if you abuse it. Having said that, I do think that the modelling in the game is a little too aggressive, BUT, I would rather have it too aggressive and have to deal with it than be able to ignore it because the clutch heats too slowly. At least it makes you think about your technique.