Legal mumbo jumbo about stuff....
Just dug this thread up from the grave and really it's funny that HP and torque curves are not published. It would help people tune gear ratios for example instead of half guessing as to where to keep the rpm into the next gear. I know it helps tons in AC, etc.
I have to agree about the handling, and very well the weight balance issue.
I have driven TAG direct drive karts twice, both for an hour of drive time each. The first time I went, I spun twice... not used to the rear brakes after the straight doing top speed into a hard left.... But after that it got easy to feel the rear end limit and despite slight lockups, not spin! The hp is indeed peaky, the higher speed corners seemed more driftable than the low speed, contrary to what I expected at first (before then I only did the cheesy 10 hp karts indoors).
But where people will look down on me, despite that I will say it:
Rf1/srw tire model is very On/Off in terms of grip. Only the soft street cars can be slid, the sticky/stiff race cars snap and spin. Meanwhile you can watch a F1 or GT race and see sometimes they do slide and can recover. That's where I have a problem with no TC at all, if rear goes, i have no sense to recover... but in rf2/ac, I can, even on a race car?
Keep in mind, a lot of us have raced in real life whether it be karts with rear only brakes, or cars without ABS/TC even power steering and never had this difficulty in handling the car at the limit, so please don't say it is by design, because it should not be. If I wanted that, I would play F1 2014 garbage or some other fake "real" sim from consoles. Don't get me started on Forza 4,5 where you can be sliding and it will randomly make you lose control- rewind it and back in same corner, same slide, no problem?!
This inconsistent feel/control is what makes a game turn from challenging into frustrating.