Pretty sure you can download an older version of LFS and do exactly as you described. Scawen must've fixed barriers around 0.5Y or so, should be easy to find out the exact release.
Don't act so innocent. This was the golden age for cracks, keygens, disk imaging, torrents etc. and sharing ripped games along with movies or music was a big part of the LAN parties we had.
In fact, to get back on topic, this is how I was introduced to LFS: A cracked version of 0.5P. I got into online (demo) racing since updates were more common back then, the sound update of ~0.5V played a big role in that (still one of the most underappreciated aspects of LFS, although it definitely needs some attention). Credit cards are rather unusual where I live, but I eventually paid for S3 when PayPal became a thing.
Found this gem in my weekly Spotify playlist. It's part of a non-album tracks compilation and features vocals by rapper/singer Q-Tee. Amazing, funky Trip Hop tune this!
Well you didn't look properly then. GPL had been around for a while then, and the community 2004 release didn't look too bad either. Also GTR and GTL came out in 2005, those were great in terms of sound at the time!
AI drivers need both some randomification and physiology. Optimal brake points, steering angles, pedal actuation etc. are being calculated and AI tries to meet those values as closely as possible.
But there should be a randomised range of error, where each AI goes for slightly different values each lap. Maybe even add some meta randomness, so AI1 is particularly bad at finding brake points, while AI2 tends to be too eager on the throttle.
AI should also not be able to turn the steering wheel 360° in 5 milliseconds. So there need to be some physiological limits in place (this applies to mouse/keyboard steering as well).
Their biggest flaw though, is the lack of flexibility in actual racing with other drivers (AI or not). While they're ahead of another car they'll defend their position and stick to the racing line by any means necessary. But as soon as you get next to them/past them, they will back off so hard, other drivers tend to slam into their backs. There's never any side-by-side action, running wide/forcing narrow, cutting back and so on.
Then again, AI really is the least of my concerns with LFS development. It *is* "The online racing simulator" and even if you lose internet connection for a while, there's hotlapping to do and tweaks to play with. Not to mention other video games or analogue activities.
Awesome stuff! I wonder how they would do that. It's correct in terms of perspective, and there's even some puddle effect in there.
Some constructive criticism: Keep in mind that usually landscapes aren't perfectly flat and level. Also streets are slightly cambered and/or bulged. This is by design, so that rain water is drained towards the side/s and into sewer tunnels. I don't know if any of this is reflected (ha!) in LFS' map design, but if it isn't, it should.
The mirror-like reflexion only happens when the water starts to accumulate in puddles etc. either because the road surface is worn out or because drainage is blocked. Both seems unlikely in a newly built business area like we see next to Blackwood Circuit. When the (rough) road surface is just wet (not under water), it creates a more diffuse reflexion. The light is scattered vertically (or rather perpendicular to the road surface), which you can easily study here (for example): https://www.ecosia.org/images?q=wet+street
I've seen some extreme rake with some XRG/XRT setups, I didn't know it worked for really quick cars as well. Whatever it does, I don't understand it either. But that's something that has bothered me with LFS setups in general. I understand what the individual settings do and I can make a setup drivable for myself. But the more I tinker with details, the worse they seem to get. And when I finally give up and just download a WR set or someone in the session sends me theirs, I'm often like: Oh. My. God. How does this drive so well and easy? Why am I instantly able to shave a full second off my PB? Hopefully this will change with more realistic tyre physics...
That's capitalism for you. To a lot of people it is completely revolutionary thinking when somebody doesn't make economic growth the number one priority.
Is that a fact? Because I don't really understand it. Scawen is working to update tyre physics, which apply to all cars the same. I always thought this was LFS's unique characteristic that there was no trickery going on, trying to correct a simplistic physics model to make it "feel right" to drive. I mean I can imagine that car *setups* will need some adjustment in terms of ARBs, diffs, brake bias, tyre pressure and so on... but the cars themselves?
Head lights as well as tail lights appear way too bright. This might also be due to excessive bloom and the fact that all those lamps emit light omni-directionally (which in reality is of course not the case, especially not for head lights!).
Another issue is light temperature. Since LFS' cars generally belong to the late 80s to early 2000s, pretty much all of them would use traditional light bulbs. The only car I would imagine having xenon headlights is the FZ 50 (and of course the VW Scirocco, once the time comes).
Finally, the night sky over a city is usually not that dark, since clouds get illuminated by the vast amount of street lamps and other light sources. Of course the odd atmosphere is also because none of the buildings/windows are lit.
Edit: I'm not overthinking this. It's a visual update and I'm commenting on the visuals. Also Scawen is the one striving for realism in every detail so I was hoping to provide another perspective. And yes of course you can, theoretically, retrofit a dozen bone-stock 90s hatchbacks with LED rear lights, but that's not the point. Scawen and Eric can take my opinion to think about what they want to achieve, or they can leave it. But I don't want to discuss this with other users any further as it needlessly clogs up the thread.
I don't really hear the problem. Judging by the video it sounds just like it always sounded. You obviously get a different sound from within the car and from an exterior perspective.
You can adjust the cockpit damping in the Shift+A sound effect options.
Forza Horizon is probably closest to what you're looking for. But the driving physics, the tyre physics in particular, are kind of awkward and setting a car up is not intuitive if you have a technical background or just experience with setups in LFS. The sound design has its ups and downs, but is obviously way superior to LFS. Graphics are pretty sweet and there are four differen seasons with slightly changing weather and GTA-like day/night cycles.
Awesome work, man! I'd love to use these. Can you release the basic versions without fake lights/grill, please? I'd put them up on LFSW too, if you want.
I'm liking this idea. Release what's there, and add the missing WIP tracks back into the game once they're done. Although this is probably tricky from a legal perspective, since license holders wouldn't be able to access the content they paid for... well in the latest patch anyways.