20 - 50 is oh so tiny. Though I said cars must be slashed, I didn't mean THAT much
I've noticed something actually. I looked at the vehicle stats for my experiment as said in my first post for bpth the real life and game's STI. When looking at the torque figures for the Blobeye STI , the RPM for when max torque is reached is exactly the same as in real life, ie when the turbo spools and you have that RPM surge and Turbo slam.
I tried the Turbo experiment again in game and looked over some videos I had from 2012 of the real life STI. It's mostly sound and you see the tacho here and there but can be used. The Real Life car has a more noticeable torque feel as opposed to the game over the same rpm. I think
@Speedster911 it shouldn't be difficult to program but rather modifying what's there in the game already. Pair that with the new sound and Bob's your Uncle.
By the way, for those that say this isn't a race affecting feature (Ello there
@Tenacious D ), why is it that rally cars, and I'm speaking in real life terms here, have anti-lag? Even the GT cars with turbos have some form of Anti lag. Race affecting feature mate, plus it's more fun
I spoke to my mate as well again and he's happy that this question is getting some attention, thanks everybody! He says that Euro Truck Simulator has a great Torque Simulation. Something to learn from maybe?