to use the default start position, just delete your self-made start object (the big green arrow that shows up when you press S in the autocross editor.)
doing this means that more than one racer can start the race at the same time. Where they show up is usually in front of the start lights.. but do what the first reply said and restart your race to see where it puts you.
When you type /laps=0, you have to be in the race setup screen, i.e. where you go after you "end race"
I agree, and I'll add that it's not a black and white affair, but rather depends on the circumstances of the "block".
Let's say it's early on in a race, and I'm in 7th and clearly moving up on an opponent down the straight. I'm aiming for the higher position people up ahead as soon as I get past. In that case, I'll get annoyed and feel like my race is being held up.
However if it's the last lap I would encourage the driver ahead to block me any way they can.
I will be there! And with my brand spanking new FFShifter-enhanced Microsoft Sidewinder force feedback joystick 6 speed shifter It slows me down enough to be considered a handicap but the game is 500% more fun with it.
Only one question.. if it's not too late, could we add the XRG car?
Can't wait to drop from 4th to 2nd after the little straight and see if I can brake hard and smooth up the hill
Have to disagree on a point there.. if you drive carefully, you aren't held up as long during your pitstop. Even small bumps can delay you several seconds, adding tension to close racing and I've been in the pits up to 20 seconds or so after a crash. Whereas after driving absolutely clean and not needing fuel or tires, I can exit after 1 or 2 seconds.
True about the pit on last lap "exploit" / tactic.
I can't say I'd always like to have it on, but mandatory pitting does add some fun elements. Like choosing whether to pit early on or late in the race, and coming back out sometimes in the middle of a pack, not to mention the tension of trying to get through as fast as possible without getting a speeding penalty.
I put my credit card number in the purchase form of the live for speed site and I was playing my unlocked copy of LFS S2 later the same day. Ditto for my S1 licensed copy a while before that. I've used my credit card online many times (Amazon.com, paypal for ebay stuff) and never had any problems. Just my two cents!
-Carl
ps don't see why your parents think you are making a rush decision about buying the "first game you see" since you are a member of the forums and all?? The community and the fact that while playing the game you're not simply running around trying to destroy everything in sight seem to me to make live for speed a good choice actually
Last night after some fun FXO vs RB4 rallycross we switched our server over to a Formula V8 race on Fern Bay green, a combo I'd never tried. Once in a while you hit on a "perfect" combo that feels like it was just waiting to be discovered.. the FO8 at Fern Bay green reversed was exactly one of those!
To add my little bit to what's been said here, I've been hooked on LFS since the first time I had a fun online race with a bunch of people. Some days you don't get so lucky, but then a day will come along when you are on a server with a good bunch of courteous people for a few hours :grouphug: and when you finally tear yourself away from the game you remember.. ahhh yeah, that's why I love Live for Speed
Demo racing online can be fun (rarely, if you're lucky) but S2 licensed online racing is almost always a great time
I'd love to see a group B rally car. No need for more than one, just something AWD made for dirt that blows the RB4 away. I don't think the fastest rally times should be with a 2WD vehicle
Trust me on this coming from driving with the mouse several months to using FF equipment: when you have force feedback, you begin to drive against the forces you feel from the road, not just what you see on screen. It's hard to explain better than that, but when you turn in, you can do it very quickly and the car maintains its grip because the actual physical equipment you are using is sort of held in place by the forces generated by LFS.
I couldn't believe the difference once I finally "felt" LFS.. the first time was just with a FF joystick but even that was 5x better than a mouse. A 900 degree steering wheel is 10x better than that
Quote:
Originally Posted by Execution Style Not exactly in the same subject, but on-topic for the thread..
anyone else ever had a problem with the idea that a hotlap is invalid after driving on the grass or dirt *on a rallycross circuit* ??? illepall
It's not really a big problem... it's just that the rules of rallycross don't include keeping two wheels on the track. If a rallycross driver accidentally goes into a field, he doesn't get a penalty for being off the track. hehe
The only time this "feature" really bugs me is when I am driving bl2 rev.. when you are leaving the backstretch piece of asphalt and you turn left onto the gravel heading down hill there, if you cut very close to the wall, you can get a "hotlap invalid: dirt". Christ, I'm heading directly off the asphalt onto a gravel road
Still, the hotlap rules system is to stop cheating so I'm not putting this in the suggestion forum.. I just decided to rant a little about this while the subject was up
I have this problem too. after a few minutes of using my dfp, the gas pedal stops updating, unless some other pedal / axis is changing at the same time. very strange, but my workaround was to use just the brake pedal and use it as combined gas/brake.
I thought this was because the DFP was made for PS2 and returning the pedals wouldn't help. Have a been stupid all this time? Should the DFP really work with both pedals for unlimited amounts of time?
btw I tested on 3 different computers, using control panel, lfs and wingman soft, using 4.6 drivers, and all show exactly the same behaviour so I figured it must just be like that for all DFP.
My wheel does this too, less with lower force strength, but I don't think it's a bug. I think it's because of the lag between you and the server. You put a pressure on the steering wheel, which puts a pressure on the rubber, then let go..
the pressure from the rubber makes the wheel spin back to the middle, but at the middle it keeps spinning a bit too long (because the server is a bit "behind" your computer in time) and then you have pressure the other way, so it spins back, etc etc etc.
This can be funny sometimes when I park after a race and get a glass of water and then I hear my steering wheel going back and forth because someone bumped me
Not exactly in the same subject, but on-topic for the thread..
anyone else ever had a problem with the idea that a hotlap is invalid after driving on the grass or dirt *on a rallycross circuit* ??? illepall
btw I also vote for a variable tire temp at start of hotlap, for what it's worth.
Just a thought.. back when I was a mouse driver, I connected a joystick with a throttle control alongside and used that for the gas/brake. made a huge difference in driveability from the clickclick..click..clickclick pseudo-analog you get from clicking a mouse.
going from there to actually using the joystick (with ff ) was a huge leap in driveability. but my point is just a very cheap non-ff joystick with some kind of analog input can be used alongside a mouse you know..
I have a good comparison since in the last weeks I was trying very hard to get into the 1:16s using the FZR at SO Town rev.
Today on my third lap with the update patch, I got a 1:16.11 Not only that, but I can see a few more seconds will drop too. With the old patch I must have driven 50 laps without cracking 1:17 illepall
With the better tire physics, I feel like there is no more "gray zone" where the physics engine doesn't know what to do.. like the slippery uphill right hander after the start/finish and the nasty downhill hairpin right after.
Even better, I don't have the rear end losing is so much with engine braking
Thanks so much Scawen! Now I can drive way more aggressive!!
I seem to remember Victor posting that hotlaps would be kept down for a little while this time. Don't know how long that means, but there go my chances for a temporary world record
Quote:
Originally Posted by BWX232
You can see how the tires are realistically flexing under the strain of the car's inertia as they try to grip the road.. just like real life. That is f***ing cool. That is what I think is the biggest improvement in LFS in this patch..
I remember playing around with LFSTweak at the end of the S1 era and noticed the tires flex, as well as maybe that they actually appeared dirty after driving onto the gravel. At the time I had tires 3 times the height of the car on, so maybe the graphical effect is way more noticeable now hehe.
But anyway I think the big deal with the new code is that the physics simulation will not only adjust to the flex that the tires are experiencing, but that the tires will flex to compensate for the lateral forces... basically that when the car is drifting, the tires will now flex in an attempt to re-connect themselves to the road.
In S1 the tires flexed and tilted, but in the code the grip level was calculated based on a tire that was exactly flat to the ground.
In S2 the calculations now account for dynamic camber, so the grip can be less if the tire isn't flat to the ground...
the next step I think (hope!) will feel like as big a difference as S1 to S2 was
look for me on the side of the road, with the bent back wheel, trying to stay out of your way with a blue flag in my face =)
Or if I start practising now, maybe I'll be super pilot, able to nail every apex for 20 laps in a row...
Does anyone know how to make a link in one of these posts so the reader can automatically join the server with one click? I thought I read something about that on here once.