Talk:Light-Rider/@comment-26286481-20160727003430/@comment-28753807-20160727160229

@Valkyr86, It is true that at a lower speed, the grip in a turn is dangerous. However, at about 10% below, or 10% above that speed, the grip is there. Some turns force the car into that soft zone. I found that if I make those turns wide on entry, turning sharper while I have grip, while decelerating, then straighten across the apex, while in the soft zone, then accelerating and turning sharper, as I get the downforce back, it works pretty well. Turns that force the car to slow below the soft zone force racers to find the best, meaning the latest, place to brake, to get to the target speed. Then, the quick pickup, from the light weight helps get back to speed very fast. Finding the earliest point to get back into the gas is another challenge. Other (straighter) turns that can be taken above the soft zone, depending on how sharp they are, no lift on the acelerator is needed and the car just whips around and flies through.

Taking advantage of the bots, that seem to brake or lift at every turn, is a key to getting ahead. As for Daytona being narrow, the bots are forced to stay on track. As sentient racers, we can hang one side off the edge and remain under full power. We can clip corners and lose little speed.

If Lotus were to -- in real cars, add downforce for lower speeds, it would drag the top speed lower than it already is. If they added weight -- it wouldn't be a Lotus, it would be a Ferarri. For every disadvantage, there is a trade-off. Our job is to find the advantages and maximize them, while minimizing the disadvantages. It isn't an easy task, in the short time we have to accomplish the events, but that challenge makes the game interesting, to me.