I believe it was going to be. That was to be one of its advantages over the LeGran, which has a stick axle.
With the refresh of Utah ongoing, I wonder if we're finally going to see a few new quickraces. Two just isn't enough, and what better time to add new ones?
agree with this I personally dont do quickraces often, but having more than two would make it more intriguing for me.
Quickrace + AI, can't wait for that to come out! Though I wonder if they'll add drag mode to places outside of the drag track, e.g. the highways on the different maps
There is one thing that the devs did forget with the east coast usa remake is the overlay on top of the minimap.
Not sure if this has been mentioned before, but Industrial site and port are the same map This is the decal road layout from the derby track. (The slope down into a left hander)
Merging this map seems like a great idea. I keep saying merge this Fricking map but everyone is like "iT wOnT wOrK hUrR dUrR" >:[
Not an option. A merge would break numerous time trials and scenarios. Better to keep them separate and add new content to the tons of unused space on each.
Because it wont... "Industrial" map now have own port area that occupied space where old port from "Port" map used to be.
I do still hope for a simulation addon as well.. like tyre thermals, automatic transmission thermals, better torque converter logic, retarder / exhaust brake simulation. Lots of things can still be added imo.
Yeah tire's feel pretty bad as they are. I'm not a fan of the unrealistic understeer, and grip. I guess it's because the tire's have no temperature. For example, it's pretty hard to flip a vehicle without hitting something due to the tire grip being off.
If we are talking about planned simulation bits then I feel like a reminder of some relevant statements would be helpful. Estama commenting on tire thermals: The implamentation of "flat-spots" into the game engine IIRC not too long ago Diamondback said that they want to have more in depth engine tuning/customization someday, but creating a system that accomplishes this while still being simple enough to have reasonable quality control is difficult. He posts a lot more than Estama though so I really don't feel like digging up that comment.
No, tires are always at optimal temperature atm. So IF tire thermals come, that will only reduce grip.
There is other reason for this. 1. If you look at cross section of the tyre you'll see that it's shaped like ellipse (sort of). In game it looks like rectangle. So in game tyres more often just slides. 2. In game gaining and losing grip is pretty linear. I cannot reproduce in game something I can do with my poor van. I can make tyres "jumps". What I mean is tyre will lose the grip, then almost immediately get grip again, and lose it again and so on. In game you'll just spin the tyres. That why you can't flip a car without hitting something, because tyre need to "grab" the surface.
Please don't state these things as if they were the truth, because they are not. Tires are far from being linear and the stick/slip effect you are talking about is also present in our physics. So much even that just recently I thought I found a bug in the physics core which turned out to be that mentioned effect doing what it's supposed to do and not an actual bug.