same here mate.. I already did it fine with GT5 and GT6.. thats what i miss now.. but I just cant explain my problem clear for you, since I run out of words!
I just clearly didnt understand project cars differential tuning.. the first time I turned on the game I was thinking just like you, the problem was that it didnt quite represent it right in the actual game.. thats why I went tuning and tried out many options... now still after testing about 5 cars (just now) I still dont understand which is the right thing in PC! it just dosnt work here... its not a drift game.. BMW e30 cant be fully locked or "unlocked"
so I barely even notice the difference there, same with RUF, the only car that felt different is that old mercedes, with that car it seems that you are right.. and from the start I was doing those 100%.. but after some time I have doubts! for other cars felt better to do 0%! So now I dont know.. seems I need more weeks to test it..
for everyone else, this far I think it should be like you say, lock is at 100%.... just dosnt work for me, some cars gets worse, some better....
thanks for the advice!
All good. English is my first language and I have a tough time putting my thoughts into words at time
If I can make some recommendations for testing diff settings, as well as testing cars for drifting in PC:
- first, pick a street car. Most of the racecars (except the really old ones) use slick tires, which are not ideal for drifting. Also, racecars are designed to not drift, so making them drift can be very difficult.
- to test diff settings, find a big, flat area (one of the paved runoffs at Dubai or Hockenheim works), and slowly drive in circles while feathering half throttle or less. Start with a low Accel setting, and drive some circles. Then start increasing the Accel value, and continue to drive the circles. As you increase the Accel value, you should notice that you get more and more understear. You can test the preload in a similar way by trying to drive circles while coasting (neutral throttle). Testing Decel outside of race conditions is a little trickier (a decent place to test Decel is the Dunlop/Sud Curve at Nürb GP). A lower Decel value will allow a sharper and more agressive turn-in while under braking, while a higher value reduces the severity of the turn in. Too low and you will get oversteer when turning in, too high and you will get understeer.
Another thing to keep in mind when tuning a diff is that all of the in game descriptions apply to when the drive wheels have traction (ie, they are not spinning). Once you brake traction however, those descriptions go out the window.
The general rule for drifting is that once traction is broken, everything becomes backwards to normal driving (eg more throttle makes you go slower, you turn left to go right, etc).
When talking about the diff when drifting, a higher Accel value will lead to a more stable, predictable rear end, as the torque is being distributed more evenly between the left and right side. Locked diffs tend to allow for a greater drift angle as well. Lower settings cause the rear to be less predictable (what the game describes as "stable"), and lead to a shallower drift angle, which in turn leads to higher drift speeds.
Some people prefer a 1.5 way diff for drifting (decel roughly half the value of the Accel). A diff like this allows the driver to rapidly open and close the diff by playing with the throttle, which can add an aspect of control. This is common in Japan where the style is more focused on high speed entry and then slowing down as the drift progresses.
The last thing to keep in mind is to not get mixed up between how easy it is to get a car to brake traction vs how easy it is to drift. A diff with low lock settings will tend to be able to initiate a drift more easily than a locked diff (due to the torque split left to right, which causes the unloaded wheel to spin), but once traction is broken, will tend to be unstable and unpredictable. A diff with a higher lock value will cause the car to be more difficult to initiate (requires more agressice weight transfer, or a clutch kick), but once the drift is initiated, the locked diff will be much easier to control and will result in smoother drifts.
All that said, pCARS sucks for drifting
I challenge anyone who thinks pCARS physics is the cat's meow to attempt to drift. There is a serious issue with either the physics engine, or the tire model, or both, as soon as traction is broken. I mean no Offense at all, and commend
@MrAngryBirds' efforts, but compared to drifting in Grand Turismo, Forza, rFactor, Asseto Corsa, or LFS, the drifting in pCARS looks like ass.