Great work, Ronald. Here are some suggestions
Tank-slapping: the rear end of the car will counter sway as you exit a corner. # Could result in fish-tailing. Usually occurs when finishing a drift or overpowering the rear tyres on corner exit.
Rear tyres suddenly lose grip, causing a partial spin # Could result in fish-tailing. Usually occurs when finishing a drift or applying the throttle.
Threshold breaking: breaking in a straight line with as much deceleration as the car can handle.
(needs to mention ABS)
Applying the brakes to the maximum amount before the wheels lock or the ABS activates. This achieves the shortest stopping distance.
{Can threshold breaking be done while not in a straight line? Can you trail break and threshold break at the same time or are they mutually exclusive?}
(Yes then can be at the same time. I think it best not to mention trail braking here, to avoid causing confusion)
Wheel discipline: how a driver grips and manipulates steering inputs. # When used correctly the driver will get better feedback from the wheel and more sensitive and quicker inputs.
10-2:
9-3:
8-4:
Underhanded:
Range-of-feel: the change of the feedback from the steering wheel as the car approaches its slip.
Is this relevant to a video game? Especially considering most drivers use controller.
Slip angle: the difference in direction between where the tyre is pointed and the inertia of the tyre.
The difference between the direction the tyre is pointing and the direction the vehicle is travelling. An understeering car will have higher slip angles for the front tyres, while an oversteering car has higher slip angles for the rear tyres.
Drifting: sliding the rear of the car out as you round a corner. Usually.
A driving style involving high slip angles. The only way to drive a Nissan 180SX!
Drafting: letting the vehicle in front of you break through the air, so that your vehicle has to work less against air resistance.
Driving behind another car vehicle in the region where the leading car has "pushed the air out of the way". This reduces drag for the following car, thus increasing straight line speed.
Yaw:
Weight shift:
Lateral:
Longitudal:
A diagram would be fantastic for these. Mention "squat" as a common term for rearward weight transfer (due to acceleration) and "dive" for forward weight transfer (due to braking).
(Don't forget it's evil brother: closing radius!)
Traction: The tyre's grip which converts engine torque into forward motion for the car. A lack of traction causes wheelspin.
Torque vectoring: Distributing engine or braking force to a particular wheel in order to control the rotation of the car. A common example in GT5 is using high LSD Acceleration values to send extra torque to the outside wheel of a RWD car. This causes the car to rotate, reducing exit understeer.
Lateral grip: The sideways force (relative to the direction the car is pointing in) provided by the tyres that allows the car to corner. A lack of front lateral grip causes understeer, a lack of rear lateral grip causes oversteer.
Bump steer: When bumps/kerbs/camber cause the car to deviate from the current path.
Power oversteer: Oversteer that is caused by power from the engine, mostly for RWD cars.
Power understeer: Understeer that is caused by power from the engine, due the "squat" reducing the grip of the front tyres. For FWD cars, wheelspin can also be a contributing factor.
Lift-off oversteer: Oversteer caused by the forward weight transfer as the throttle is released. Often experienced in rear-engine cars.
Engine braking: Downshifting so that the engine's tendancy to lose revs causes additional braking. This braking force is only applied to the driven wheels.
Short-shifting: Upshifting earlier than usual. Can be used to avoid a gearchange at a critical location, or to reduce wheelspin.
Scandinavian flick: Intially steering the car in the opposite direction to the corner, then sharply steering the car into the corner. This rapid steering input is used at corner entry to induce oversteer.
Bump compliance: The suspension's ability to maintain grip despite running over bumps/kerbs.
Bottoming out: When the suspension is fully compressed. This can cause a loss of grip.
Stability: The car's resistance to unintended yaw.
Agility: The car's ability to quickly respond to the driver's inputs.
Chassis balance: Whether the car understeers or oversteers in the absence of downforce. Has most effect for low- and mid-speed corners.
Aerodynamic balance: Whether the car understeers or oversteers due to downforce. Has most effect for high-speed corners.
Braking understeer: Entry understeer which is caused by the brakes using too much of the front tyres grip, therefore not leaving enough "left over" for cornering.
Braking oversteer: Entry oversteer which is caused by the brakes using too much of the rear tyres grip, therefore not leaving enough "left over" for cornering.
Hope this helps,
Simon