The online racing simulator
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Tillverkad
S2 licensed
Quote from Hyperactive :Currently all the best (or most used) track are fast with hardly any slow turns, like aston tracks, westhills or the kyotos. Fern bay tracks aren't driven that much because there is no place for error, very few places to pass and LFS isn't suited at the moment for twisty tracks imho. Specially any faster rwd cars.

Those lift-throttle-oversteers and generally the "hard-to-handle" grip at slow speed makes those tracks very hard and frustrating for most racers. Also the bumps the 'ring has might be very tough for LFS.

And the only way the 22km fantasy track in LFS could again any popularity - It needs to be the ring. Because the track is damn hard and takes much longer to learn than any normal track. The only thing keeping the players driving it is that they know it's the 'ring. I guess the ring wasn't even that popular in GPL. Any under 8:15:00 drivers here? My best ist 8:28 or something,

And imagine the work needed for a perfect ring track in LFS

Sub-8 here. Just love driving around the Ring, very exciting. Isle of Man is also a very long and fast if you've ever heard of the place.
Tillverkad
S2 licensed
Quote from jtr99 :In NR2003 of course, the engine damage model will quickly penalize you (with a blown engine or gear) for never lifting on upshift. Whereas in the current S2 alpha the engine damage modelling seems pretty generous and I get the impression you could shift at full-throttle all day without paying the price. (Not complaining about this and I realize that more accurate engine and gearbox damage simulation is almost certainly coming soon in LFS.)

If you're driving XRR in long races like in Endurance league (2 hours), you are surely slower in the end if you don't lift when shifting. In the first race at Westhill, my laptimes were 1 - 2 seconds lower during the last stint compared to the first stint, when I only flatshifted during the race.
Tillverkad
S2 licensed
Current road normals have as much grip as old road supers. Maybe even too much grip, you can pull just over 1g with road normals now.
Tillverkad
S2 licensed
I've been watching some karting events, and had a close look to the tires after races. Dirt, grass and stuff really seems to stick into hot slicks as far as I saw and tried to pick dirt and stuff out of the tires.
Tillverkad
S2 licensed
UFRs consume less fuel, so they probably have less weight gain at the start of a longish race.
Tillverkad
S2 licensed
Yes, but even the main race in escc is quite short actually (about 1 hour), only one pitstop is needed. There's sprint race also, where fzr really shines. So overally fzr is better for the whole race night. (Did I forgot to mention qualifying, where fzr is better?)

I like xrr more, but then noticed I wouldn't have a chance agains fzrs in those quite shortish races. I decided to pick fzr, and it's much much harder to drive, especially when rear tires are at their hottest state, after couple of laps. They will settle down when they wear though.

But when races are about 2h long like in endurance league, they're quite balanced (don't know about the fxr, didn't see one in my div). I was able to finish with only 3 pitstops in my xrr, when some fzr guys had to do 5. The track was Westhill.
Tillverkad
S2 licensed
I think they're good as they are, xrr better in the long runs, especially when it can finish a race whit less pit stops. Just look at Endurance league and the first race top3, xrr,xrr, fzr. And xrr is easier to drive, at least in my opinion.

Fxr is also good choice for long runs, very tire friendly. Haven't tried it yet, but I'd assume it's r2 tires can last about 45min of driving, if you have enough fuel. And it's the most easiest to drive.

I like i that the cars are all very different, so we can see different tactics on longer races, which make it much more interesting than seeing 10 fzrs pitting on the same lap. They're not equal, but well balanced.
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