Agressive? No, I'm not agressive, I just say things that sounds like, but you look to be very nervous now. I couldn't be agressive here as I can, but have sure, I didn't want, neither intent to be. You take the things too much basic, even this "blood" thing. Forget. I'll not try to explain, and this talk sounds weird. Lets stop here. Have a nice day, gentleman.
I understand, but don't agree 100%. By myself I think the whole thing is important, because everything is part of the simulation, not just physics.
I think rF2 will bring some physics improvements, a better UI, maybe a better force feedback, based on Real Feel Plugin experience, and maybe some little improvements on the lighting.
Today my hopes lie in the NFS-Shift from EA and F1-2009 from CM, although they are hopes somewhat modest. These two have not, traditionally, a correct understanding of what a simulator is.
Yeap, I've seen this last week, and I swear I really didn't like what I see.
I just see more from the same things. Same visuals, same lights, same shadows.
By these graphics preview, we can assume that the physics and other thing will not suffer big updates...
But lets wait and see.
When gMotor2 come out, it was not too much different from gMotor1, but Gjon said that it would be. So, I think the unique way to know somehthing is the old and good way: wait.
But at least one thing is right: it comes before S3
When I wrote "hate" don't get that so basic. I'm latino, with italian blood, I have my passional manners to treat things, ok?
XRG is a piece of crap IMHO. Just said that, I really can't figure where in my life I would be crazy to drive a shi.. like that with my family inside.
The car is just horrible, and since 2004 I've tried it and never see it as barely realistic.
Yes, I've drove RDW with medium HP and that is not near to that "thing".
Setup? Well, I'm one who many times say this same bs for the others, but I really can't image where in the world you go to a shop and buy a car where you need to send directly to your mechanic to adjust everything just to assure you will not spin out the track when doing a 80 kmh curve.
This car is just horrible, doesn't feel like real, and yes, you can get used to it, but that doesn't mean that its is realistic, but only that you get used.
Any simulator in the market has some great cars and some craps, except NKP that has just 3 types of OW cars and nothing more to compare (at least until next patch, then it will be another history).
I like LFS, don't think I'm bashing the game. I just hate this car, and I don't know where people feel it realistic. Sorry.
So, when I stay away from LFS for months, as I did recently, and come back, I also feel really difficult to realize what is happening, even with slower cars.
It is just a matter of use. Use it more and you'll get used to it.
I love GTL and use to play every week, and I know if any regular LFS player that is not used to it will find hard to drive Cobra or Corvette.
I hate XRG, I can't find a way to feel it realistc, and I don't think that is a problem for you, so, as said before, I insist that is just a matter of use.
Yes, you are right.
There are flaws in them both, but with adequated setup the things go better.
RAC can't be like that IRL. If so, its producers are killers, not engineers
But once you get used to it again, its driving is very pleasant
Like said above, need to get used. LFS is not easy too, and I really can't imagine a car like XRG in the real life, or I can't believe RAC behaves like that IRL too. But once you get used to them, they started to feel real, in some way.
LFS is not easy. You need to get used too and takes some days.
Get people that has never played with simulators before, like I did many times, put them seated on your cockpit and let them play with GTR, LFS, rFactor...
But be gentle... don't give them XRG in the begin.
Bah... combos? Who drives MRT at KY Long or F1 at AS Club?
Lets talk serious. We have 6 tracks, 20 cars, not all of them really enjoyable, and that has been since 2005. Fours years in june.
Combos...
We are talking a multiplayer game, where there is no sense in have combos that nobody plays.
I see Cone Dodgers with its ethernal GTR at As, Redline with its ethernal FOX at BL, and 6 more servers with XFG at BL and UF1 or FOX at SO.
The rest is all drift and cruise.
I want my 2005 euphoria back. Am I asking for too much?
I think it is not yet the time for mods. But when S3 goes gold, why not? That will be the way to keep the game alive for more 10 years, because I believe that this is game is not dead yeat because it has this aura of WIP game. If it was a finished one, I true believe that, closed as it is today, it would be fading to death.
Sorry mate, but I think you are getting examples that are a problem for you, but not for all.
I have never had problem with DL, Install, Activation of rFactor. Never.
It was always simple as LFS.
I have had problems with my wheels in LFS, and have never had with rFactor.
In LFS suddenly I have no more Force Feedback, and the unique way I could retrieve it was coping an old control folder from another instalation to the new.
I have issues with scripts too. I agree that is easier just get in a car and the controls are ready for that car, but I don't see it as big advantage.
Sometimes I want to drive a formula with H-shift, and I can't, except if I go to the notepad and change the script.
It would be much better if I could save my control configurations (just 2 or 3 in fact), and chose the one I want when I want.
You think it is not good, I think it is. Do you see? It is a point of view.
I play with rFactor with my 22" lcd and have no problem> It is set to 1680 x 1050. What version is yours?
The unique 2 things I really prefer LFS instead rF are the Force Feedback and the amazing interface.
In fact, force feedback is something that, with the right mod and Real Feel Plugin, I have nothing to complain.
I think that in a plane, it spends more time to change the direction of the forces of inertia, than a car. Because that I think is easier to built a motion cockpit for Flight Simulator than LFS, even why there is no bump on a plane (in fact there is, but you can dismiss, while in a car it is present all the time).
Even in the fighters, in maneuvers of avoidance, the time to change the direction of a plane, are much larger than the time a car spends to make a closed curve, I think.
What I call a transition, is the slope of the rising curve of acceleration, either lateral or longitudinal.
For example, imagine at the end of a straight, with zero lateral and longitudinal accelerations.
You brake suddenly, and longitudinal acceleration rises almost instantaneously to its maximum value, generating a maximum force of inertia, and then begins to decrease slowly, until the turning point of the curve, then when you release the brake.
At that point you start to curve. The lateral acceleration rises from zero to its maximum value virtually instantaneous. If you maintain a constant speed throughout the trajectory of the curve, the centripetal acceleration will be constant until, at the end of the curve, slowly declined to zero, with the return of the steering wheel to the center.
The point where the accelerations range from zero to its maximum value is where I'm focusing on.
It is to meet the transition between 0 and maximum that I proposed a linear system. I believe that this linear system can be short and works well, because the ramp would be given to increase the acceleration curve, not the complete curve.
What David said is a system composed of a platform Stweart and a mobile base, and the platform would be responsible only for the inclination of the vehicle and bump. But this is not my idea. Again, the linear system would be responsible only for the ramp, just the part that gives the kick.
In parallel with this linear motion, the platform should be inclined, as with any FD does today, adding the inertia effects. Upon completion of the course line, the inclination to keep "weight", thus giving the impression of being in the middle of the curve.
Even being in the middle of the curve, while the inclination is maintained, the linear system must be slowly returning to the center, so that when the ramp goes back to be flat, the linear base is again in its central position.
The superposition of effects, of course will ask a fairly complex algorithm.
This is the kind of work for a company with enough know-how, as the Force Dynamics, not me.
I have the concept, but not the mathmatical knowlegde and the money to the develop something like this.
It looks to be consensus that the centre of spin must be near the chest to the neck, for minimize the perception of rolling and gives some balance between the displacement of your head and your legs.
I'm thinking in a system with a two circular rails crossed under the seat, each one with its own guides and a sector of gear with the same centre of the circular rails.
A little spur gear, actioned by a AC motor, rotates the big sector and controls the inclination.
As soon as we have a drawing I'll put it here for you figure the idea. I think this is not a original idea, but I can't find a video or photo with it in the Internet.