Not really...
Can't say I noticed that, but as I find it fairly easy to place the car
consistently in STCC2, I rarely have to correct anything. Provided, of
course, the situation is salvagable in the first place. <g>
Don't worry about it, I can't work that site either. The physics model is
indeed basically flawed somewhere, as demonstrated aptly by the "Formula
DICE"-cars which are given as a bonus when you win the STCC. They handle
absolutely nothing like single seaters and respond rather bizarly to control
inputs at times (not to mention the impossibility of spin control). They're
not the cars I bought the game for, however.
Like I said before, it's not GPL, but it's much more believable than TOCA2,
for example and IMO.
If by this you mean the cars have a final understeering characteristic and
therefore tend to drift over the front axle and, when you pull the tyres
over the top of the slip angle curve, the steering going very light as the
car slides over the front axle (usually straight off the track). I'd say you
were right and that was exactly what I would expect the cars to do.
If you mean anything else... nope, can't say I've noticed it, I'm sorry
(LWFF here too, as you know). Again, force feedback is not up to GPL level
and lacks severely in subtlety, but it's, IMO, perfectly adequate to know
the attitude of the car and how close to the limit it is. Like I said, I
find it very easy to pick my line and place the car in the game.
Yup, control lag... present in many sims (e.g. GP3 before the patch), but
can't say I've noticed it much in STCC... maybe a little at the start of
races when there's lots o' cars in view. I've got the "damping forces" set
fairly low in my LWFF configuration (something like 30%) and I reduced the
overall strength somewhat for STCC2... maybe that makes a difference?
Jan.
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