Well, that makes it sound like I'm not alone on this one. Thank god, I thought I was just a freak with no life and no brain and n.... okay. So I am not helping my case here. Hmph.
I've looked, I've asked, I have found no answer...
Can anyone give a detail explanation of how to read the damage/tyre screens in-game? Further, can anyone tell me what the LWR stands for on the damage screen. If this is information that is easily available to licensed users, then I appologise for asking. Otherwise, please, please make it make sense.
I found LFS accidently one day, and decided to take a look. I emailed the dev's shortly after, telling them I was, and I quote: "Stunned. Dumbfounded. Amazed."
I got a reply from Victor, and that just set in stone my initial opinion. True dedication to the game and it's users. Sure, I'm a demo user, but not for long.
What stands out to me, more than anything (And remember - Demo user. I haven't even experienced the full package yet).. I played GT4, and I enjoyed it.. For a while. I played NFS (I know, I know), and enjoyed it, for a while. I played BF2, and enjoyed it, for a while. Silent Hill, GTA:SA, GTA:VC, Freelancer, MSFS2004.. I enjoyed all.. For a while.
2 weeks in, and I'm still finding new nichés of toys to play with. New things to break. New ways to break them... I was irritated when those 'other' games were mastered in 24-48 hours. I spent days trying to get that damn XRT round the track without crashing. Challenge.
It's a refreshing change to play something that keeps me hooked, keeps me on the edge of ripping my hair out, but yet remains entertaining and fun to play. I haven't played any of those games you're all talking about. I don't like "racing games", they bore me and make me drool when 'Confirm Delete' comes up. ... Until now.
I was, "Stunned. Dumbfounded. Amazed.".
I am, "Stunned. Dumbfounded. Amazed.".
...And I haven't even got a license yet.
*Drools*
--Adding:
Yanno what first stood out to me? Sound stupid - But I reverse-to-first'd the GTi... And it felt real. I'm an ex-banger racer, and ex-lightning rod racer in the UK.. This felt real.. I look forward to banger racing a sim, and look forward to some hard, fast, clean racing... I can't race irl now, I was almost killed in a race.. But this.. This is the next best thing, in my opinion.. .. It feels like it should.
Last edited by BlackSpider, .
Reason : Addition...
Well, I checked my account status on LFS.com, and it still says Demo.
In the interest of curiosity, I tried it in-game, and it didn't work. I must deduce, therefore, that there is a bug with the forum scripts. I assume it says 'S2licensed' for you, too, and not just a bug on my end?
I think a nix-based server would be better than running a doze-based server via wine. Wine has a long history of being unreliable and unpredictable. Common knowledge to those who operate linux often - Wine Is Not an Emulator. It's a nightmare in many cases.
Maybe I'm missing the plot on this one. But what 'value' does a replay really give a person? Is a replay worth 24 quid? I mean... The dev's aren't going to loose anything by letting demo-ers view replays. It's not like it would require a lot of coding to do, surely. There's no money-value in a replay. It's not like you can 'race' a replay, yanno? So, why not. Nothing to loose by doing it, but perhaps something to gain. If they like the replay, they might buy a license. If they don't, at least it was tried, and they have gained nothing other than the ability to watch somone else race the same race a thousand times. Nothing exciting, just extra advertisment opportunity.
Example: You say to me, "Hey, man. You should buy a license, the cars are WAY cooler, and the tracks are Uber-Wicked, man!"..
I respond: "Prove it. Show me a replay."
I don't doubt that, and I also don't doubt that the speedo in a car can read 0 whilst moving, but I'm not saying that. I'm saying that whilst the wheels that measure speed are in motion, they should be registering on the speedo. If you were spinning that front wheel of your bike, it would read on the speedo, ground contact or not.
I agree, it's small. But it's still something that should be on the agenda. If realism is the goal, then making things match real things is the key. Not rocket science
With that argument, you could also say we should have standard-fitted NOS in every car, and maybe some hover-cars, too. The 'it could happen' can apply to almost *every* argument ever put forth.
I am inclined to agree with a lot of these comments. At Blackwood, I pull to the side when the pack moves, so I'm at the very back. No one to hit me from behind, then. And I can normally get a good enough line out of the turns to move up a few places on the straight.
And to clarify, if somone hits you from behind, it is the hitters fault. He should've anticipated the possibility of early braking, and kept distance. (All hail the CRC!) :P
I don't know how this woud be resolved, other than adding in some serious coding, but it's an issue. Lag. *Sagely nod*. Racing earlier, a guy was lagging out, and using that lag to his advantage. I don't know if it was just 'luck' or some other method, but he was lagging out at corners (Blackwood T1), passing the cars (He was lagged, we couldn't see him), then he was re-appearing infront of the pack. This happened no less than 4 times, in a 5 lap race. If this was just luck, then fair does, we can't help lag. But if the client/server works how I think it does, is it not ~possible~ to inject in to packets of data, changed data to update/change/alter the information the server is receiving, inevitably ending in a possible 'cheat' patch?
I know the lag is a problem. He won the race, his lag being the reason. Speculation, yes, it is, but there must be a way to reduce the effect that lag can have on a race.
I agree with you, mostly. Some people are fine with just remembering their speeds/angles, others are not. I know my speeds around Blackwood now, and notes wouldn't help me on this course. But as a guide, to say to somone 'Hey, do you have notes for CourseX that I can look over', and them send you the notes (Like the SendSetup button) for you to see and practice with, until you are comfortable with the track.
When I started, I was taking Blackwood T1 at 35mph, braking at the 50 mark. It wasn't until somone said 'Brake earlier, go faster' that I started getting better. Had I been given some notes on the track, I would've learned that quicker, and spent more time perfecting, rather than learning. Even now, I'm not sure what speed to take certain bends, and it varies depending on car condition, but a guideline - A 'XYZmph works, but not too well' - would be of assistance, especially for those racers who aren't good at remembering every bend of every track in every car, with every setup, in every mode. Notes could help, I think.
Whilst racing the other day, I noticed a .. Well, it's not a bug. But an inaccuracy in the simulation. A speedometer measures wheel-speed, not ground-speed. Therefore, while cornering, or wheel-spinning, a speedo will fluctuate as the wheels leave the ground (Turn faster) or spin on the spot. Also, whilst over-turned, a speedo should measure the speed of the wheels, which it doesn't.
In my opinion, this hits the realism-factor with a big hammer. Serious anti-realism there. True-speed (Not wheel-speed) indicators are arcade-style, not sim-style.