It seems that these rather important informations sort of got lost somewhere or is there any other place exept in this thread or probably some other replies of yours pointing on this specific "issue"? Maybe i have just missed it but if not i guess it would be very much appreciated to state such things somewhere in a official form. I've seen so many people asking the same question over and over again...take a guess which it was Or is this some sort of an idi....erm forgive me...IQ test?
As for the patch, love the improvements, addon combo and vehicle and all the other "tiny" things here and there
yes they do, resulting out of a couple of factors, some of them mentioned in my previous reply. I guess their ability to adapt is pretty much limited right now. Also with rather hardcore settings inside the setup this could be a reason for this. For example, asymetric camber (and/or tire preasure) settings. Or another example at so6, AI @ fo8 and they had the bad habit to shift down to second gear in this area which is also on you picture (but comming from the other side) which then forces them to lift off even more and correct the line again. When i altered the transmission they sticked with the correct gear and where even faster.
i think it has alot to do with the suspension in combination with brake behaviour and weight transfer. For instance, i gave my ai the road going setup from bob smith for the uf1 and they where simple unable to take some turns properly because of the things mentioned above. The compensation of several factors at one time is the issue i guess.
Edit: another thing would be the line itself. Scawen said its been generated and i just take ky1 as an example: the line itself is well, pretty much crap actually for the faster cars but for the slower cars, lets say ufr and xfr its pretty much perfect. If you then take the fxo or rac for example it doesnt really fit anymore. So in the end, its a line not for every car individually but a general line (at every track i assume) which also makes things a bit more complicated for them ai.
forgive me if im too lazy to read the entire thread but i've got a suggestion and a erm...little bug i guess. The suggestion would be to decide somewhere (let it be the F12 page for instance) how often the ai should do a qualify run. Right now they do their 3 laps + the 4th lap to pit in and thats it. You need to spectate them and let them rejoin again (as you know already). The bug i have noticed is when (track was so6 (love it)) when the ai is leaving the tunnel going on the start/ finish straight and when another car is leaving the pits or driving in the pitlane, it is trying to avoid it for some reason .
just put the patch into your lfs folder and the patch will automatically have the correct path for the extraction routine. Put lfs somewhere else then your desktop and check for attributes of your lfs folder.
As far as i understood it, the temprature and wear settings are now more realistic so you should do something with your setups (add more preasure for instance) / driving technique (do not oversteer that much, meaning when you are losing grip inside a turn, more turn wont do the job but less speed).
Read the improvements list:
Physics :
- Racing tyres generate more heat and wear more quickly
Those are things which are not related to the setup in any way. They might be in the setup screen but they are not part of the setup (file). You should really know that by now with a join date like that
and once again we have two people beeing a prime example in making themselves look like a fool because A: they do not read the etire thread or do not understand its content and B: using facts on the basis of limited knowledge or lack of experiences.
but i do know that this one has only 240°. I think people only get confused because the standard value in LFS is 270°. Even Jakg used it for his wheel guide one
Ok then take a proper oval set for any car and make the suspension as stiff or as soft as possible or drive without downforce and then try to catch a line as close as possible to the apex in turn three. /exaggerate
I doubt that. But i can be wrong with my assumption as same as you are.
weight penalties was a good solution, although the FXR was still 1 second slower the FZR and XRR where almost perfectly balanced. So much about "extreme"
i know it could never be "perfect" but the goal is to get it as close to it as possible right? Otherwise all the effort would be useless. However, excluding various things, such as the oval will not help finishing it. I think and correct me if im wrong but at some point the oval can also provide important informations since its a different kind of track and the way the people make use of the vehicles is also rather different.
believe it or not but its also possible to host one hour races (or more if you dare ) on the oval as we do once in a while.
It obvious? Why should improvements, particularly regarding the GTR balancing exclude the conditions on the oval? That makes no sense. A balance is only perfect at the point it covers all possible situations. Correct me if im wrong. Personal likes or dislikes hither and thither.
i tried widescreen but it looked just strange to me (maybe i had to choose another resolution for the recording but at this point i already had enough good or too much footage to start all over again) and the messages are kind of part of this concept