I use manual clutch even when I'm racing with mouse and keyboard, and it never caused me a problem, a lot better than autoclutch because I decide when to use it and obviously I don't use it to start the car in 4th gear after a spin.
It's implemented because this way LFS is closer to reality. Certainly not a shame. And I don't think it's very hard to blip or change gears with a little more caution. This has nothing to do with clutch pedal. I don't really see how this takes out the enjoyment, quite the opposit IMHO. LFS won't get any easier, it's a simulator and if you don't like this little change I don't think you will like S2 final which probably will require more skill and mechanical sympathy to drive than the current version.
I don't see how some people can destroy the clutch, they must be doing something wrong. The clutch is not perfect but with a little common sense it won't be destroyed in a few laps. I can drive FZR for hours and it's really rare that the clutch heats to the point where it slips. I have to flatshift for a few laps to heat the clutch that much. I wouldn't call anyone a top racer who can't drive a car with clutch and H-shifter. If clutch and H-shifter is not an option then I suggest binding a button to the clutch and using that when the car spins.
The test patch is working fine here. Thank you!
Scawen, you mentioned that you want to use hardware draw for subobjects. Could this be done in a compatible patch to increase frame rates (without the more advanced damage modelling)?
I made a clutch pedal from LEGO a few months ago, it's surprisingly strong and it works without any serious problems. I used a cheap USB joystick's circuit and one of the pots. Sorry about picture quality.
That depends on the laptop and the wheel. If you have a wheel with USB connector then you won't have any problems but if you have an older wheel which uses gameport you have to make sure your new notebook has a gameport (not very likely).
I used LFS as an example because earlier people were comparing it to GT5. rFactor is a pretty complex sim just there are some errors in the core and badly made mods which makes the results not so good. Driving in GT5 is fun but it doesn't make me try to beat my best lap by a fraction of a second, if you know what I mean.
Developing a REAL simulation mode is a very difficult time and money consuming process. If it won't get them enough money in return they won't do it. And when I say real I mean physics that are at least as detailed as LFS' or better. I really hope that someday they will do a hardcore simulaton mode and I will certainly buy it that day.
Yes, maybe every game, but despite LFS being a computer game it is also a simulator and GT series is made for the masses and the general public don't want real simulation so GT devs won't waste too much resources to develop a simulator when they earn enough by making a semi-sim.
I think this forum has an infraction system (only mods and devs can use it) which is similar to the karma system in some ways but AFAIK it's just for punishment. I'm not really sure what good it would do if we would have a karma system.
Edit: too slow again, time to sleep
If I understand it right they want iRacing to be a practicing/training tool for people who are racing or at least participating in a lot of track days. If somebody has the money to race a car or take it to track days regularly he/she has the money for iRacing too and it's cheaper than any trackdays or races. These people are their target audience and if they choose iRacing the devs will see a lot of money in a very short time. However to do this iRacing must have incredibly precise tracks, physics and damage. I am not so sure how they were able to fit all these things in a computer program that calculates physics and damage in real-time while displaying the highly detailed track and top of that runs good on a normal PC.