but I know many of you want to, so I thought I'd offer a few
suggestions based on what I've seen playing around with a few values
and tweaking in the garage:
1. Reduce the magic grip values (all 4 of them). This creates cars
that will drift through turns and brakes that lock very nicely,
without changing anything else.
2. Stiffen the suspension variables/move the ballast rearward. The
problem with lowering the grip to a realistic level is that the car
will push to a degree that is far from realistic. Significantly
stiffening the bars and moving the ballast/brake bias back (even with
default grip) will actually induce the cars into a spin! Now someone
just needs to find the starting range where that magical inability to
spin kicks in and the end range where driving the car is literally
impossible and come up with a compromise. The default suspension
rates and ballast settings are definitely way too low as using
lower/realistic grip demonstrates - the car just refuses to turn. The
Razorworks guys offered similar suggestions as someone posted on the
High Gear forums, and I would follow their advice as far as
suspension/ballast tuning goes.
Aside from inside the tuner, also make sure that the controller rates
are set to 1.0 and the deadzone to 0.0. I'd also reduce the friction
for all surfaces besides tarmac in the surfaces.dat file. Simply
setting them all to 0.001 (the tarmac value) creates grass/gravel that
is still slippery and has depth/bounce (since razorworks modeled this,
yay) but doesn't bring the car to an immediate stop.
If anyone fixes these problems and wants honest feedback, let me know.
I'd love to see this sim shine. If only we could convince RWorks to
do an in-house "realism patch".
Jason