What about 100 liters?
And after taxes would much more interesting. 5% here in Finland before taxes and about 7.5% after taxes. For 100 liters that is.
One of the most popular codec there is, if no the most popular, and every time there are few people who can't view the video... What do you do with your computers, only reading lfs forums?
Almost every forum becomes like this when the number of users exceeds ~10,000. It slowly converts into a chat with flame wars, a lot of off topic, people create new topics on almost the same subject on 1,2,3 etc month basis.
The only way to stop it is strict rules and heavy moderation. The forums, in some people's opinion will become dull, but I'm for it.
There was an interview in 2003, in which they say it is their full time job and they had been making the sim for 3 years. That means they started in 2001 or earlier. First they worked practically for free. Then some people started preordering, and when S1 came out in summer 2003, they started to get paid for their work.
During autumn 2004 (when everyone believed S2 was just around the corner, but it wasn't) they made hard pushes trying to release S2 in 2004. Scawen posted several times how much they worked for some periods. Later after S2 alpha came out in june 2005 I believe they slowed down a bit. As for now I think they keep moderate pace, we've seen large improves in patch U.
Back to topic. Almost a year there were between 20,000 and 30,000 racers. Part of them were still S1. It seems patch U and bf1 attracted some buyers, and it could be around 30,000.
I don't want the ride to end . I'd like to have S3 in three years rather than in 10 though . We've already seen what the delays did to the part of community. I'm only saying I'd like S3 sooner rather that later, but no way at the price of giving up their principles: realistic physics, good quality and staying independant
Agreed. The devs don't have the money for licenses and time for modelling. Very small dev team. The only way I see it happening is either large sales increases or aqcuring licenses for very cheap, anyway modelling would take a lot of Eric's time and effort.
Right now LFS has very passive (if non-existent) marketing strategy. On one hand it is good that the devs are not so much after money, but after realistic physics and full independence over their product.
On the other hand I want LFS to be bigger, to have more sales, and ultimately I want them to have enough money to get some licenses for real tracks and to hire someone to speed up the development.
The devs seems to be somewhat perfectionists, which is good. But I think it would be reasonable to start marketing LFS after S2 final to gain more sales and have enough money to speed up the development. If someone still thinks that S3 will come in two or three years, I think they will be very disappointed at some point, because with this small team it will take 7-10 years to get to S3 final, I'm sure about it.