-Bring independent bump and rebound adjustments to the XRG. I mostly drift and like to change the wheels, which is only possible for the XRG (of cars that are worth trying to drift with, at least).
-I'm sure it's been said before. Better tire heat/grip management. For drifting, but for road racing too. Maybe it's from using a 235 degree Logitech MOMO piece of crap wheel. I always seem to overheat tires any way I drive them.
-I've read this somewhere before, but how about a dedicated drift car? It would be a perfect opportunity to create the first modular vehicle with variable suspension points, types, increased lock adjustment, tire and wheel size customization, engine power/curves/cylinders/weights/flywheel weights/rev ranges/aspiration. Maybe a simpler system like a few engine choices, KA24, 2JZ, 350, all turbo'ed, with boost adjustment to suit different tracks. Make a section of the website for the drift car(s). Release the game with all kinds of tuning options on the drift cars, track, scrub radius, wheel weight, included tire physics tweaks. Let people test the cars on their own time and find setups that work. Let them post chassis setups and let other people rate them. Try them yourselves, find what works best. Pick the best and introduce regulated competitions. Even a short mountain road with little vegetation or detail would be appreciated, 10 turns. Sections of Fern Bay, South City, Kyoto Ring. A good points system judging angle, lead front tire angle relative to car angle (when the lead tire is tracking straight the driver is more doing a burnout than sliding the car sideways, sort of USA big power vs JDM slippy slidey, JDM being the original and prettiest IMO) speed, smoothness of car CG through x and y space, proximity to lead car.
And maybe force 50% ackerman or higher. I'm tired of every time seeing people with -1000% parallel steer which on a real car just makes for slow transitions and mad tire wear.
The hardest part would be marketing said additions in a simple, sensible fashion. The standard LFS demo could include one drift car with capable standard but limited tuning to encourage purchase of a D1 license that stands alone with the basic demo, with a couple of mountain tracks and full drift car(s) and tuning options, plus S1 cars and tracks, for 24 pounds. Buyers of the D1 license would pay as much as buyers of S2 LFS, and would be encouraged to pay another 12 for the large, flowing corners of Kyoto, Aston and Westhill. Bringing the total price for the best drift simulation on the market to $54. If someone will pay $300 for a wheel that I can't quite afford yet, that sounds like a deal to me.
That's a lot for two plates when drifting isn't your primary interest in the game like it is mine. Please bring independent bump and rebound tuning to the XRG. I've been bouncing badly into the first hard left of South City Sprint 1 for too long and my need for badly made custom rims stands. Progressive rate dampers would be very welcome as well.
-Custom color preset save/copy/paste