That's true for every car I've driven in RF2, if you can manage a 4 wheel drift you can rotate the car faster and get on the throttle earlier, so long as they have enough power to support the drift and do not bog down. It's true for the Megane, heck, it's even true for the FR 3.5, except to get that car into a 4 wheel drift instead of a spin is not something that can be done repeatedly at will! Except you will not get very far driving like that. It's what you have to do in qualifying but for a race the tires won't cut it. But if you end up with understeer and overheated fronts you can drift the car to take some of the heat off the fronts and utilize any excess rubber at the rear. Pinching the brakes on corner entry with some rearward bias to get the back rotating and turning the car with the throttle instead of the steering wheel. Oversteer will cost you time, this is not oversteer. It's down to you to decide when, where and how often to use this technique.
Im familiar with the "brake bump" technique, and I do use it sometimes. Usually I set up the diff so that all I have to do is lift a little and get back on the throttle and ride it through. The rear steps out a little, and the car is indeed faster. The brake bump is employed if Ive gone past the point of where a subtle lift wont cut it. I do not consider this a "slide", but "slip angle". A "slide" to me is when you lose control of the car. As previously stated, these slides are not intentional, but the result of pushing the car right up to the edge, and a bit over. Coming in too fast on entry and over working the brakes to try and save it. Or coming down on the throttle too soon/hard on exit. The "save" is not what bothers me, its that I am not "penalized" by an appropriate loss of speed, but "rewarded" with more speed. I feel this is not as realistic. This happens somewhat frequently at Bathurst due to its bumpy nature, lots of them being right at the braking point and the cut point of the corner. Laguna Seca as well, another bumpy, hilly type. And another personal favourite. Oversteer, as I understand it, is any time the back end steps out. "Drifting", for example, is controlled oversteer. Comparing Apex to EnduGTE is a little bit "apples to oranges"(GT3 vs GT2) but close enough. Racing the same people(some very fast dudes ) with Endu, a decent slide(as described in my scenario{earlier post}) would allow the driver in front to pull away some, a proper penalty. With my experience in Apex, an identical slide would bring me closer to the car in front, too forgiving/rewarding. Especially considering that I dont use any driver aid. And when TCS is an option in the garage(setup) I set it as low as possible if there is no "off" option(usually "conservative"). If I am the only one who feels this way I will drop the subject. But the concept of going faster through the corner by "sliding" - again, 25+ degrees of rotation - is a little arcade-racer-like. Just my opinion, I only mean this in a constructive way. And I'll say it again; I really enjoy this mod. I think its the best available GT mod, definitely the most realistic ffb feeling Ive experienced with rF2, this is the only bugbear for me with the whole mod(well, again, that and the ugly white wheels ). Cheers all, rocket Also, Ive never driven any Renault in rF; Megane or Clio, or any Formula car except the F1's. I am a little interested in the USF2000's though. Being a yankee doodle dandy and all.
Yeah, I should probably stop using the word "drift" because it confuses people and is associated with oversteer, "slide" is more like it. This mod is very different to the Endu mod where I feel it's a LOT harder to find confidence to push the car, something that can be done straight away with these cars. Having said all that the car I have chosen to drive is the Camaro, which is based on the ISI Camaro, therefore I am quite confused as to the realistic nature of these cars, or lack of, it would take someone who actually races such cars to give some meaningful feedback.
953 update in upload on steam workshop .(900 mo) subscribe here : http://steamcommunity.com/sharedfiles/filedetails/?id=570027793 changelog ; - debugged lights flare of all car - dx11 update on graphics , we try to don't kill too much the lighning , and to don't forget anything - reworked filter in camaro veh - updated a bit the aero of the z06 for correct the understeer. as usual ,if some bugs remaining , feel free to post here , we correct on next update
DX11 version looks great and I'm loving driving the cars again Thank you for the extra effort & time taken to all involved.
Yoss, thank you for the effort you have put in to get this to DX11. I have missed driving these cars so much. Great to be back behind the wheel.
Thank you very much. Now I can enjoy my all-time fav mod. You made a masterpiece better and better. Thank you guys.
Bug Report: In Ferrari, when you have a car rear, if it is in left side, in the right mirror this car appears in the right side. The sound of your own car is hardly to hear.
I found a bug in Camaro. They have lights on always and a strange square in front of the car, it's sure because of the lights. Regarding my opinion. I think that interiors of cars could be better, you can improve textures of materials, and mainly the definition and intensity showed in the dashboard of all cars. Also, rev leds don't look very well.