While yes it depends on the track,car,and handling, to get the maximum braking performance you try to goes as rearward as you can without compromising the other aspects of the setup. Because the more you can evenly distribute the braking load to all 4 tires the more grip you have to stop.
To me the car is undrivable with 55% bias (and 100% brake force). The car will just lock up the rears and rotate as soon as I turn the wheel during slow corners where aero load is minimum and mechanical grip matters more. I guess the reason you felt the car was stable was because the maximum brake force (even at 100%) it has just isn't enough to make the difference obvious when the speed is still high (and together with its unrealistic downforce to speed ratio). If my guess is correct it is totally possible that you are using a less than optimal brake bias without knowing/feeling it. It is possible that my guess is correct because imagin you are only allowed to press the brake to like 10% of its total travel, brake bias from 50-70% will probably have almost 0 affect to the dynamic of the car. For all the rear wheel drive race car locking up rear wheel completely (which means not rotating at all) when the front wheels are still rotating just isn't a standard behaviour regardless of the tracks. I believe even in your Assetto Corsa, the car with whatever brake bias you are using, will always lock the fronts before locking the rears. In the end if your main reason of thinking 70% brake bias is wrong is because it is much higher than other sims/games you are wrong. The number itself really don't mean much especially when this car in this game behave very differently to other cars in other games.
To be fair I was using a custom setup in both cars (BeamNG and Assetto Corsa) for the Spa lap, so that may have played into it as well with the balance of the car under braking. Another thing is that I tend to prefer a more rearwards brake bias to help with rotating the car on entry, which you can see in the snap of oversteer on entry to the Fagnes chicane in the Assetto Corsa lap (that I didn't intend to do but was sort of the result of pushing a bit too hard and the brake bias). Also I trail off the brake pedal as the downforce peels off and as I start turning into the corner (which you can see in the pedals app on both laps), but if I didn't, then most likely I would lock the rears as the weight has transferred forwards and I'm starting to turn in too. But for the brake force, I feel like it's more the suspension/aero/tyres being too grippy (and really bouncy too, that might be another factor) rather than the brakes being too weak, since I'm braking a lot later in BeamNG than in Assetto Corsa. I think my setup just has more rear mechanical grip than the base one, which I then compensate by lowering the rear downforce to get it to corner at high speeds. This allows me to run with a brake bias that is further rearwards to make the car more rotate more easily in corner entry. Maybe they do lock up the rear wheels first, but I don't get that with my braking and driving style, so I'm able to use a brake bias that is a lot further back than you might be comfortable using.
Hey Thanks for the latest update. I've noticed that camber and toe settings are wrong. Seems like camber adjusts toe angle and toe is not doing anything. Regards
Really like the mod, only thing which bothers me is that when suspension breaks and car bottoms up it's reducing the speed way too fast. Car should slide quite long distance before it halts on high speed crashes on asphalt.
just a question. does anyone else have the problem of the fuel tank rupturing when you spawn the car. it eventually stops the car and i don't know how to fix it.
I don't know if it is an issue with my game, but now upon spawning a car, no matter which variant, the car bounces in the air, ruptures its fuel tank, and the body seems to be shining a bronze-ish color and it says "Normal" on the car i think, and when driving on a flat surface the engine cover just pops open.
Yeah but just because it's outdated doesn't mean it won't get fixed. I do know the DeLorean is broken too, but will receive an update. Lets hope this one will get an update too Love this mod, it's really fun to just grip like nothing else at crazy speeds.
This car was literally pushing the limit of softbody physics so even the tiniest change could have broken it and I guess it did.
I have a problem with the mod, the fuel tanks explodes when I spawn it in. Resetting the car won't help.
resetting won't work, I also tried re-installing it, but is just didn't work. --- Post updated --- resetting won't work, I also tried re-installing it, but is just didn't work.
i think the car should fly away like irl if you get a tiny bit of air, adn why is the whole car no material but has a skin, like the skin works the metal says no material
Have you not seen F1 accidents where they catch air and flip over? If they go over a slight jump in the road it can bring the front up and wind pushes it over. Another example is Donald Campbell's boat crash
Those crashes are EXTREMELY rare and do not happen at all in modern F2 cars. The last time a crash like this happened was Mark Webber at Valencia in 2010. You underestimate the aerodynamic stability of modern F1 cars. They don't flip when going over a slight bump in the road.