You're wrong. Those figures are feasible today with the same barebones design of the past, with modern powerplants. E.g. homemade american domestic musclecars, ratrods bootstraped from almost junk parts that run the salt flats speed competitions as fast as just about any modern plastic wonder.
You can build 700HP street legal hotrods today for about 10-15k$ US max.
etc.
That ocx file needs to be registered with windows. Look through this thread or one of the previous Tweak threads for exact instructions.. It's not complicated at all, but just a matter of a few mouse clicks.
Anasmak, there needs to be a class of cars with the current power level of the TBOs and demo cars. The LRFs have the contemporary power level you're thinking of. Changing the cars as you've suggested would break the 80/90s design they emulate.. They'd have to have different tires etc, it just wouldn't be as fun to race them.
What we do need are cars at the LRF tier that are easy to drive. All three LRF are a bit quirky for anyone else than purists and experienced players.
.eng files are in the eng folder
.eng files contain the shift-a editor settings and/or the engine pulse sound (as well as the other base sounds iirc).
You can download those .eng files attached in forum posts and edit them with shift-a..
Ha! You're not very bright a thief, are you? Your MAC adress should be logged and banned from the master multiplayer server.
On topic, personaly, I just want to mod the XFG, XRG and XRT (if it's still unencrypted) to be real cars (the ferrari F430 and the Chevy Corvette are just about as fast as the LRFs) in the same class as the LRFs. It would be really great to have a 6-car class to run a league with. Especialy when those three extra cars are very different, e.g. the XFG a sort of AWD ~1600cc turbo kit car with wider track and R4 slick tires like you find in amateur rally classes, the XRG a big V8/V10 front engined-RWD, and the XRT a mid-engined exotic.
Hyperactive, I think LFS is near or just past the point where there's enough immersion for very high speeds to be very fun. Like you said, there's nothing like having 800HP on tap. There's enough shake and noise and good physics feedback from the whole car to have the same warp speed feeling as in real life.. Toned down because it's on a computer screen, but very good already.
The FZ5 can cope with 1000 HP on its standard tires. Pretty impressive.
There's something about the rush of those speeds that beats normal track racing... Maybe I'm biased because I'm more into flight sims, but a salt flats sort of track would be great in addition to a Tweak program. With a proper aerodynamics and mechanical stress model, we could have a top speed competition like in reality - no unrealistic boost or engine displacement or "General HP" settings. Best design wins
Blackbird, Ger Roady, I just tried it again to be sure, and I can definitely stay under 80kph by ear with an error margin of 2 or 3kph. I've got tinitis, so if I can do it, you should too.
And like March says, many cars can have first or second set to 80kph. Pretty simple.
Well, the sounds I've heard when people mis-handle their shifts are pretty dang loud, nearly painful to hear
I've tried shoving gears with too little clutch and it undoubtedly is loud enough to hear, definitely not negligible..
Thanks for the info Tristan. If gear shifts are modeled that way, then I agree it's not the right time to include these sounds.
10 laps or so in the LX6 at Chicane Course, laps 1-5 shifted normaly, 6-9 flatshifts, 10 and 11 random shifts. 1-5 the clutch heats up a little but no more than maybe 30-50% of the orange heat range, laps 6-9 near the limit but never red except for a fraction of a second on (IIRC) lap 9, and on one lap after lap 10 (11 or 12 or something), I do one lap or so with normal shifts, and the temperature cuts in half, back down to normal values...
So that squad of guys you mentioned somehow did something worse than flatshift every shift for 5 laps... unless the LX4 is a totaly different story.
It's still proof that whatever flaw there is in the clutch temp. model, it's less significant than 5 laps of flatshifts' worth.
edit - I don't have time to read 10+ pages.. Disregard this post if the heat problem was fixed sometime between the post I quoted and mine.. oops. The replay was made with X36.
Work car, it's a pickup that routinely gets beaten up towing and carrying loads at or just above capacity, to and fro, day in, day out.. It's only third gear that does it, about once every twenty shifts or so. The gearbox is fine otherwise, I can cleanly shift it a little faster than the big LFS GTRs can shift.
Is it the sort of thing that should be fixed asap, or something that can be ignored? One of the other drivers said it's been that way for two years or so already.
Back on topic - It's nonetheless the same sound I've heard perfectly fine cars make when they're mishandled, and Tristan says the clutch setups of some cars make sounds too. Ducatis' dry clutches are famous for their noise, but I don't know if that's exclusive to them, or even if it's the same thing as Tristan mentionned. Either way the sound should happen in LFS for the reasons I gave in previous posts.
The third thing I ever did in LFS, after spinning out an XFG in BL car park and immediately buying a license, was trying to burst a tire by flogging a car on every part of every track in the game...
I was disapointed because it seemed a simple enough thing to implement as every other simple feature/model already in the game.
Sounds right.. I don't really care about the specifics. The point is that that noise should be heard on misuse of the gearbox in LFS, and in some of the cars as Tristan says. In the former case it's a detriment to your speed around the track and having the sound feedback would be useful.
When you'd push the stick into third, it'd sound as though the clutch hadn't been lifted (ignoring the fact that there's a safety blocking you from moving the stick without pressing the clutch pedal). Depending on the situation, I'd get back to the previous gear and re-shift to third, or just ignore the sound and shove it in.
The sound was the same as I'd found later on, letting off the clutch pedal before the stick was fully into any other gear's position. I had never heard any wrong sounds from gearboxes before myself, because I took the time to learn to shift correctly from the first time I drove a manual. I had heard people grind their gears (usualy hapless women and the like) but never gave it any thought beyond it being symptomatic of not using the clutch pedal the right way.
Who says I destroy clutches? The only noisy clutch I've had was one that had something wrong with one of the gears. After some experimentation I found the noise was indeed the same as when I tried to shift by letting go the clutch too early in the other normal gears.
But that's not the topic.. I just have heard a lot of people make some really loud noises in real brand new cars and regardless of how aweful those sounds are, they are not a negligible. They aren't in the categories of things impossible in LFS, e.g. worn out screeching brakes. They should be audible in some of the cars we have, and would make for one more sound feedback in LFS.. The same way we've got ignition sounds and popcorn engines from over-rev, etc.
The same way we'll eventualy have glowing brake pads and smoke in the cockpit, or oil on the track.
The drifters we do hear from are just sore about the cumulative changes to LFS that've made it less and less conducive to care free arcade drifting.. And there's the placebo effect too. Another combat flight sim I play has the same effect, in its case every new more or less major patch there'll be people pretending such or such airplane (usualy one of their favorites) will fly different, somehow.
You mean you guys have never driven a car that'll make that grinding sound when the clutch is released before you're done shifting? It just quietly finds its way into the gears' fold?