yellow flags are pretty useless at the moment. If you're trying to be competitive the best you can do is just be ready to avoid any drama and not pull any crazy moves.
if you're going to be that aggressive, I'd suggest you make sure you're a very capable driver first. Swerving out to block someone passing you on a straight at a reasonable clip is a very dangerous and aggravating thing to do, not something I've seen many people partake in. More enjoyable racing is to be had if you pick a defensive line in the first place and hold it, if you get passed then try to pass them back. Imho.
I agree, I've seen people flaming folk for not shift essing straight away... seems stupid to me. Though I can sort of understand, as the current race marshals really are dopey bastards
'the limit' in LFS is not a particularly scary beast. When driving quickly I constantly fluctuate slightly over and slightly under what would be the theoretical 'optimum'. I generally feel in complete control, though there are some track / car combos that suit a slightly 'looser' style more so than others. I'm terrible (comparitively) in the rb4 for instance, because it seems to require such finesse and accuracy to drive quickly. The lx6 at south city is an example of the other way around
That one came across pretty fan-boy ish mate. Finding ways to convince yourself / others that lfs is real, instead of looking at it objectively. LFS is a partially completed simulation - every physics update is a great leap forward. To assume that anyone commenting at all negatively / constructively lacks all feeling for vehicle dynamics, but then when the next patch comes out somehow the hordes saying how much better it feels is valid, seems pretty backwards to me
I used to play lfs on and off, was ok at it, didn't think I was really the 'organised' racing type. Tried out a league late last year and haven't looked back, LFS now rates as one of my primary hobbies, every race is a good one. Not for everyone, but worth at least trying out. The added sense of purpose a league gives is great
does different labels on the cars in the selection screen really make so much difference? The cars we have are already far more real than any of the games that have the right labels...
changing one thing to fix something unrelated is not the way to do a good sim
But I think it's got a lot to do with tyres as well - all the cars exhibit very soft transitions into and out of a slide.
Al, the problem that has been fixed seems more related to the seperation of lateral and longitudinal forces - when this was wrong the cars would slide too easily under throttle, this is great now. But the 'sliding' and 'static' type friction differences that are what Dave is talking about don't seem to have changed much. The tyres seem to bite a little harder, but still quite 'gently' compared to real cars.
no, you're missing the point. I agree that the 'normal' driving aspects feel pretty damn good, requires care to balance it well for fast times. I also see Dethred's point that slide correction isn't violent enough, tyres tend to stop sliding gently instead of suddenly. Don't see why he makes such a big fuss about it, the racing is still fantastic, and the right things still have to be done for fast times, but it does seem like a fair point.
the dynamics are definately much improved... it probably feels a little easy because the 'bad physics' that made it hard before are improved, but the 'bad physics' that make it easy to control are still around. As far as I can see anyway.
Dethred is talking about going over the limit. Some cars this is very straightforward, others can bite fairly hard. Every car in LFS is very easy to regather after a slide, the mrt is probably the most challenging.
respect only goes so far, shutting the door on someone trying to stick their nose up the inside unfairly is perfectly fair Otherwise all you'd have to do to pass would be to barge in with no talent and wait for the other driver to 'respect' you...
I think your point / request is very valid, just your topic title was confusing
The patch was a big step in the right direction, but didn't seem to greatly affect either the 'sudden loss' or 'sudden gain' of traction, the cars do still float around, but at least now the lateral and longitudinal forces feel suitably seperated, meaning the cars respond 'correctly', (for a given value of correct anyway) just not violently enough. It would be nice to find myself fishtailing on occasion, trying to correct from a corner gone wrong, but it's always very easy to catch because the tyres don't bite in hard at all.
I don't know if anyone ever really anticipated we'd be able to run perfectly normal setups and have it behave as expected... but imho, being able to run a slightly less than normal setup, and have it actually behave a lot closer to 'normal' (as opposed to before, where 'normal' behaviour just didn't happen) is a huge improvement.