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Same with the brakes. And you'll need 2-3 laps before there's enough heat in the tires and brakes to really start pushing. LMU isn't like other sims where you can just push right from the start or after one lap. It simulates cold tires more closely to real life; it's like driving on ice until they're warmed up.
As far as having no feel for the car...if you have a wheel where you can increase the damper, wheel friction, or spring strength, that may help.
Also, if you're hotlapping, make sure the track grip preset is set to heavy.
You do realise the user mentioned having issue on Le Mans as well, where, well, tyre warmers are used ? To the OP, post your hardware and in-game wheel and FFB setups somewhere on their official forum or discord, someone might be able to help you there.
I agree that most hypercars feel very understeery especially at low speeds. But it doesn't feel off. Rather the opposite. The physics feels very convincing to me. I obviously have no real world experience of hypercars, but the physics makes sense to me.
I used to think that the large variety of different types and brands of wheels could explain the very different experiences of how physics and ffb are perceived. But as we are on the same wheel and very different experiences it must be down to expectations. All simulator type games are aproximations of reality. There will be some parts of the simulation that are "cheated" for either a more convincing feel or simply for technical reasons (algorithm gets too heavy to be practical and so on).
Regarding the front axle simulation I would _think_ that LMU is leaning towards a simulation rather that recreation of _feel_ and expectations of its player base. I could be very wrong here. Would love to hear some devs of LMU discuss these kind of design decitions in podcast form or something.
I haven't played the game enough to have a good feel for all the hypercars. When quickly trying out different ones I did note that the Lamborghini has a very different front axle geometry than the others. Feels like no caster at all and the car pretty much insists on turning in (no matter if there is a turn or not) xdd.
I like the Peugeot 9X8's. They feel a lot more neutrally balanced in their default setup than any of the other cars I've tried. Front axle electric motor and differential is a really nice touch and opens up new ways of handling cornering. Something like making sure to get most rotation from braking and using the awd to pull out straight. The wingless version activates front motor at 150 km/h and the winged one at 190.
Did you find any resolution?
cheers
It took me some time...as in multiple hours...to get used to this game. It didn't feel nearly as intuitive regarding where to brake, amount of grip level, etc. Consequences of an older engine? Race cars? IDK. It's very good once you get used to it. Agree with others that cold tires and brakes are near useless. Be aware of cold brakes after a pit stop once you start racing!