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报告翻译问题






Finally we have KartSim. KartSim has nailed the physics on this one. Goodbye ISI Kart, uninstalled.
http://www.rotax-kart.com/en/Max-Challenge/MAX-Challenge/Regulations/Regulations-2017
i think the karts performance is pretty close to a real kart (i drive a 125cc shifter myself)
but... when i go to the setup page to reduce over/understeer or increase/decrease castor/ackerman i see this very important option called "track with".. i know for a fact that in Europe the maximum track with is 1400 mm, so i tought well maybe they build the mod by US standards (wich if i am not mistaking use to have a slightly narrower track with by the regulations) so i checked out the SKUSA regulations and its the same as in Europe...
but in game i can only set the track with to a maximum of 1188mm.
well.. that and the fact the ingame engine modelled looks like a Modena KZ engine and not like a KF or KFJ.
My point of reference: driving real karts and the same karts on the same tracks in the original rFactor. So I know the difference between driving a real kart and a kart in a sim.
I wish somebody could make a more realistic kart mod for rFactor2.
FFB isn't strong enough and the karts have way too much oversteer particular when putting the power on coming out of the corners, making them way too easy to spin compared to irl.
The biggest problem for me though is that they don't have any of the power-off understeer or power-on grip that they should do. Direct drive karts should understeer without enough acceleration as all of the grip is mechanical and I don't feel or even see this with this mod.
It is a decent start though and wouldn't be too difficult to bring up to scratch.