well, how abou try to leave the FZR with 90kg of ballast instead of 100?
also, remove 5kg of ballast on the XRR
IMO the FZR must be a little bit faster than the other GTR's, due its NA engine and centre of gravity
the XRR should have more top speed than others gtr's, due its turbo engine
the FXR it's fine IMO
of course, it should not be like before the patch, where the FZR was a lot more faster than the others GTR's
i found the rb4 a little bit faster than the other tbo's now, the fxo is too slower IMO, the XRT seens to be fine, just need a little tweak to be equal to the rb4
on the GTR class its the same thing, AWD is the fastest, the FZR now seens to be the slowest car
the FXR seens to be the fastest on most circuits, the XRR is between the FZR and FXR
i think i found a problem in the false starts system
if someone get a false start and go fast to the garage (shift+s) before the green light comes out, then leave the garage(go back to the grid) the DT penalty is gone
i don't how to describe it very good in english, so i'm going to attach a mpr replay that reproduces the bug
this is bad, someone who get a DT penalty due false start can get rid of the penalty before the race start
i got too many setups here, it's a pain to find one that matches with the current combo
also, we can have a feature to import setups from other combos
i don't think that its a hard thing to be implemented(this word exists?), we already got setups sorted by car, just need do add the track prefix to the setup name
like: xrt_bl1_hotlap
i guess that this feature could be done in a compatible patch
yes, the licences would be the big issue if the devs, somehow, be a part of modding.
but if they don't?
one aumomatic update system could be done by someone in community as a add-on
this way the devs stay away from anything related to mods
GPL has a huge collection of tracks, how they did that? i suppose that GPL developers didn't pay for licences, because those mods are made by the community
just like you propose, the community votes for the best mods, they do some offline "test-driving"
but, whats happen after the mods are chosen? the devs must update the master server.
i may be wrong, but that way they get involved with modding, dont they?
IMO i guess its a little bit soon to discuss modding, we dont even got S2 finished
ps: sorry for bad english, i'm not used to write that much in english hehe
after s3 is out, why not allow only track modding, we get some REAL LIFE tracks?
with a quality control probably some good stuff would be released.
i see the point of view of yours, if modding is allowed a lot of crap would be released, also online racing will become very confusing with a lot of mods around.
but if we have a team of modders, allowed(right word?) by scavier to make mods, only good mods would come out
and who wouldn't like to race a fzr(maybe a lx8) on Nordschleife ?
the problem is that the sounds are too much "muffled", not only in the engine sounds, but every sound related to the car is muffled
thats why skids and crash sounds are too low, looks like the entire LFS sounds have only one channel, so if you change only one sound you change all of them together
i think thats not a hard thing to fix, i belive that this test patch was just to see how we will react with the new sounds, our feedback will help scawen to put the sounds on the right way
that is why important to not spam here saying things like " the sound is bad" "the bf1 is crappy"...
let's say something construtive to help the development of the sounds
/p_dt USERNAME :give drive through penalty
/p_sg USERNAME :give stop-go penalty
/p_30 USERNAME :give 30 second time penalty
/p_45 USERNAME :give 45 second time penalty
but everytime that an admin need to send a message he needs to edit the rcm, and thats ins't a quick(easy) way to alert a racer
it would be good if we have a system like the normal messages, where we can block the messages, and an admin can send a private message using the /msg command, but only the racer that he wants to alert will see the message