The online racing simulator
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Not Sure
S2 licensed
this feature would be useful yes yes
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S2 licensed
quit spamming

is it so hard to double check the game settings?
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S2 licensed
Quote from anarchypredator :Please incrase the reading of KPH gauge

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S2 licensed
I get the stuttering / freezing problem when player is connecting or leaving the garage.

athlon xp 2500+
radeon 9800
1gig ram
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S2 licensed
+1
Not Sure
S2 licensed
+1
Comfortable..
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S2 licensed
http://www.thomann.de/gb/audio_technica_athm40fs.htm

I recommend these, very detailed sound.
The Grados are nice value for money too, but hurt my ears after a while.
Not Sure
S2 licensed
nice
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S2 licensed
Quote from tomylee :Does this look realistic? No......but you can do it.......

Anyway, I give up on that and I think an option for a free movement of the map would be much better.
Maybe a mod can change the title

strong yes
Not Sure
S2 licensed
+1
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S2 licensed
try this:
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S2 licensed
wtf, i can
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S2 licensed
Quote from thisnameistaken :+1

Would be useful for describing what happened to the ass of Timo.

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S2 licensed
+1 for hans and seatbelts
also we need driver damage
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S2 licensed
what do you guys mean "ffb is quicker"
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dave: nice idea, but not really there yet. keep it coming

I think a fairly simple and cpu-friendy way to make the engine sound better would be having two layered "channels" instead of one.

The other could be the exhaust simulation as it is currently.

The higher frequencies could be produced with noise generator and / or sample, that could be filtered according to different engines / intake systems.

This way the engine pulse sample itselft wouldn't have to change during game, but we would still have more harmonics.

I believe making engine volume relative to revs would also be very simple. Just use some pre-set or adjustable curve for amplitude vs. rpm. Saturating the engine sound after some point in the rpm-curve could be the answer to more "scream".
Not Sure
S2 licensed
Quote from Bob Smith :Not too bad at higher revs, but it's still missing that bark and shriek of a real engine. I think there's little you can do about that thought until the sound engine is overhauled again.

try turning the exhaust volume up so it distorts.
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S2 licensed
Quote from deggis :

Btw, that Wingman site has only the old 4.60 version. G25 (needs?) 5.00 and as far as I know 5.00 also works perfectly with other wheels too?


yes, 5.00 works with DFP
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S2 licensed
+1
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S2 licensed
DFP with 101% / 0 / 0 / 0 @ 900 in profiler

~50% in lfs

also "softer" FF mode (select - R3 - left paddle)

:eclipsee_

shame on you low-rotation-cheat-users
some ideas
Not Sure
S2 licensed
variable distortion for engine sound
irregular engine sound at low revs
clutch noise
pedal noise
brake squeal
differential noise
shock / damper noise
different wind noise when damaged
tail pipe damage
turn signal sound
more variety in crashing sounds
backfiring!

+1 for better turbo sounds and gravel rattling
also smoother loops
Not Sure
S2 licensed
Quote from Riders Motion :I'm Not Sure (), but why aren't putting the map on the other side of the screen?

because then it obscures the rear view mirror..
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S2 licensed
it would also be great if the messages would not obscure the minimap...
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S2 licensed
Quote from deggis :False starts

Because this patch is aimed at multiplayer stuff, is there any plans to do improve the visual car movement while online? I mean that "jerky" movement, well everyone probably knows what I mean. As far as I know currently there is no "precalculation" (or whatever that is) and that's why the other cars moves not-so-smoothly looking while online and in multiplayer replays. Improving this would make MP replays more enjoyable to watch, while playing that jerky movement doesn't really matter at all.

while playing the jerky movement causes cars to go flying into walls on light contact. i would like to see some kind of smoothing here

great patch, i like the added realism!
Last edited by Not Sure, . Reason : ..
Not Sure
S2 licensed
:bannana_g

awesome to the max
FGED GREDG RDFGDR GSFDG