I'm not familiar, if that means I haven't played recently. Is it still just a cruising server? Or does it have actual races rotating thru the car/track-set like you seem to be describing?
Let's be real. Open up LFS at anything but peak time (I'll admit I may or may not have been doing that, I'll try and play at peak time next time), you have.... Nothing like even half of the track and car sets being used, and just a handful of servers with ~10 players. And most of those (ignoring cruise/drift) are with the same tracks and cars, usually FBM and demo content.
A joke.
I remember playing LFS way back, and you could usually, albeit with a bit of work, find or start populating a server running something less routine like LX4/6 and so on.
We aren't even gonna get a replay outta this attention starved temper tantrum toolbag. Nothing but the same broken record two-bit smack talk over and over and over..
I don't know that the two must/will be mutually exclusive, but I'd say that true physics trump keyboard/mouse accessibility. It's undoubtedly better, IMO, to have proper physics and then work out some control accessibility scheme rather than compromise the physics for kb/mouse controls' sake.
Let me ask an honest question. Do you really think the next lfs patch will put lfs right there competing with the other sims (assetto corsa, iracing, rf2, gtr3 and so forth)? Do you honestly think so? Have you actually seen what the list of features for online racing sim looks like in 2012?
Maybe I didn't answer clearly. I think it could go a lot of different ways. The more likely scenarios, IMO, aren't any second coming; but in these most likely scenarios it's definitely possible that the new physics are competitive with other sims' physics. And from then on it'd just be grinding out content to exploit those good physics.
Or Scawen could never find good enough physics coding. Or Scawen finds the physics too late - LFS would never catch up to other sims because of this few-years delay, despite keeping the same rate of game-development-progress as the other sims.
It really could go either way as far as whether LFS will "live or die" in terms of playership. We won't know till we actually play the physics.
Maybe Scavier figure there's so many other racing sims that it's just not worth it, by principle, to make yet another less-than-great sim. Which LFS would arguably be condemned to remain, with physics as flawed as they are now. I suspect this is the strategy they're banking on, to deal with this problem:
Maybe the risk of losing those who use lfs today is bigger than the possible influx of new members?
They're mostly right (assuming you havent been using some fubar setup). The cars in natural settings handle well enough to let beginners learn enough to drive em up to pretty good laptimes.
Watch some of your replays with that problematic handling and turn forces display on (F key). Watch for what it is you do that triggers loss of traction. Watch others' replays from the same or similar corners.
As a general rule, the simpler and smoother your control inputs, the better. Don't fight with the car.
To be honest, I help people that seems like genuine decent people, however OP has 80% negative trolling posts, as a result of this I don't care about OP.
TRKAC-
The XRG is rear wheel drive. Basic physics means that the rear end will slip very differently from a car where the front wheels are putting the power down and/or spinning.
Experiment with a car, any car, foot completely off the gas pedal, and braking into a corner -- with varying front/rear brake biases. It shouldn't take long for you to get the eureka moment you're apparently missing.
If you (magically, instantaneously) put a car into a perfectly sideways (90deg, perpendicular to where car points at) slide, with the front wheels over ice and rear wheels over asphalt, what will happen? IE which end of the car will keep sliding and which one will grip and slow down? And inherently, which way will the car rotate?
Now imagine the same experiment with the car over homogeneous surface (e.g. both front and rear on asphalt) but with the rear wheels spinning. Which wheels have more traction and which way does the car therefore rotate?
You are doing the cornering equivalent of a forward burnout. In a forward burnout you're not making much forward acceleration because the power is not transferred to the ground. In your described XRG cornering you're not making much sideways acceleration because you're going way too far beyond the front and/or rear tires' limits.
The above advice to try different sets from Setupfield is one of the things you should do next.
Well tbh. the "race along with other race sims" is getting further and further away all the time. At some point the new physics might have put lfs "back there with other sims" but to get back there today requires a lot more than better rubber on the cars, one boring fwd shopping trolley and one new track.
The rubber is easily the harder half of the work, as far as I understand it. What else is so fundamentally difficult as physics?
Cars? Just need good "driver" sense for that one. Simplest look at the game right now shows too little engine type diversity in TBO class and outstanding archetypes in other classes (e.g. "big" saloon type in LRF, no RWD in UF/mGTR classes). No LMP class. Etc.
Same deal with the rest: Sound is just a matter of getting it right, and mostly esthetic and nowhere as complex to get right as physics need to be. Tracks is even less difficult, it just needs to be fun to race on - not even required to match reality IE real track licensing (always positive but not mandatory).
Only physics requires not merely fun and esthetically coherent design, but design that matches reality. What other element of the game is stuck tween rock and hard place that way? The only other game breaking (cause years-long delay-inducing) features are physics-linked, e.g. weather.
Let me ask an honest question. Do you really think the next lfs patch will put lfs right there competing with the other sims (assetto corsa, iracing, rf2, gtr3 and so forth)? Do you honestly think so? Have you actually seen what the list of features for online racing sim looks like in 2012?
No but that's not what I meant - see above.
I think scavier understands this well too. A new patch won't bring lfs up to date with other sims so any surge of new members won't happen either. Maybe the risk of losing those who use lfs today is bigger than the possible influx of new members? After all people are so used to lfs in what it is today that any change might make them leave instead of relearning it. For the hardcores the change in itself is bad and for the rest of us it is just too little too late.
Same as above. It doesn't matter if physics really is the biggest chunk of work and Scawen manages to make it work well enough. The rest of the issue is the same deal again: It's their choice to put quality ahead of quantity - including timeliness. That's just how it is. What other game managed to beat LFS at this challenge? We won't know till we see LFS' new physics - see whether it was worth the wait.
Imho any kind of 2nd coming would require a fundamental change in some of the core aspects of lfs. I'm not talking about hiring more devs, selling stocks or selling lfs to some other dev. For example allowing community created tracks would improve lfs more than anything else.
I don't know about "second coming". It's a game. So is everything else. There's no such biblical proportions involved. Just games worth playing that everyone variously prefers. I personally don't like any other racing game (including arcade ones) feel nearly as much as LFS. Meaning all the LFS fundamental design cues - physics and esthetics, all of it. I just wish it had more cars, sound esthetics to match sound mechanics, more tracks, and so on. But all this is built on the physics and none would be as good if the physics just did not work, as they don't now.
In a way this long development time puts lfs back where it was in the S1 stage. Relatively promising and simple online racing game. Maybe it is just about going around the circle and coming back where you begun? Maybe the big days of S2 are gone and the ending in S3 is very much like the S1.
Maybe. We'll see. I personally am not betting either way.
Listen, if you can't even see the difference in the end then it seems that years will be spent perfecting the last 15% of a feel that nobody who played LFS long enough to appreciate it will be able to tell anymore because they haven't run LFS in almost the same amount of time this development is taking.
Almost a catch-22. The gripping hand is still that it's Scavier's prerogative. "LFS is not screenshot generator".
If you ask me - Why would you still play LFS? Instantaneous answer is the feel of the physics.
I've had the same amount of time on one as you have, or less :P
And no, the essense of the game for the player is the gameplay mechanics. Currently racing in LFS is a matter of chasing perfection every lap - the environment is sterile so there is a perfect way to navigate each circumference of the track. It's about endless practice and precision. This is unequivocally not what racing is like from my limited experience of going racing.
Tyres are important, but I view LFS' physics as "sufficient" given that the environment is so stale.
I dont want to chase endless laps drilling in perfection, practice yes, but without the dynamicism of an environmental simulation the core gameplay of all simulators is totally at odds with the experience of actually racing and instead are games whereby the youthful ability to recreate and be repetetive is the most rewarded skill.
All of this undoubtedly nice real world furnishing would ring false due to flawed foundations - the physics it all hinges on. Especially if when you get past some level of complexity, stranger and stranger consequences appear from those flawed physics. Then again you can't know these issues exist till we see em.
These discussions always end up with one common conclusion - moving forward is all that matters, and as long as Scavier don't pull a West Bros, you really can't do more than complain IE describe "how you'd do it differently". The essence of LFS is the physics of driving and racing, whether you're a physics purist or technically agnostic wheel & pedals brass tacks purist.
If Scawen can get it right, it puts LFS once again right in the race along with the other race sims. The hard part would be outta the way. It'll get done, or it won't, either way all of us have lives and most of us'll check out what the physics update is worth. All because one guy was dedicated enough to see the task thru. Years on. What more can you ask for? Cause clearly no one else who types on this forum is up to the challenge Scawen's chosen.
A lot of this forum's problems are issues endemic to the wider internet.
The biggest problem is that a lot of members confuse copy and pasting skills with wit, they think posting an overused 'meme' as a response is somehow a work of hilarious genius. A lot of this thoroughly stupid behavior gets passed off and justified as 'trolling' and a lot of members like to self style themselves as master trolls, when in fact their behavior involves no wit or cunning at all. Merely repeating well worn phrases and pictures is not clever, animals can be trained to repeat tricks on cue and this kind of behavior requires no more brain power.
A second problem lies with a lot of members having an over inflated sense of self importance and entitlement. One thing that really irks me is when a member creates a perfectly reasonable opening post in the off topic section, which is often followed by replies in which some other forum users feel the need to tell us all how much they don't care about the subject. These people don't seem to realise that the forum doesn't revolve around them, and that they have no right to try and stifle discussion just because they have no interest in it.
The final problem is that a lot of members feel that being cynical, apathetic and sarcastic about everything is also somehow the work of a sharp wit, even at times when this kind of behavior is completely unwarranted. Like anything else in life though, if you use these attitudes too often they become worn out and lose their hilarity. Genuinely funny people know when to be cruel and acerbic and when to be sincere and kind.
So...
TL,DR: Most of this forum's problems are the result of members attempts to be clever, cynical, sharp and funny. The majority ultimately fail and come across as retarded animals making repeated (copied) noises. Somehow standards have lowered to the point where many consider this to be hilariously funny. Couple this with an over sized sense of self importance and worth of one's own thoughts and you have exactly the kind of dickish behavior found here.
I believe it happens because the internet makes it so easy to broadcast our every inner thought that we've become too lazy to communicate intelligently and sincerely for too long.
Textbook characteristics of kids. That includes adults with mental age of teenager.