Nordschleife with both Niels's physics powered cars sound like fun. Just tried out the Supra and it drives great for being an rFactor mod. Absolutely no "oh, a little overstee.... OH MY GOD I'M SPINNING MADLY", but rather a nice, understeery road car.
The question weface here is: Does the skin theft warrant the lengthy process of developing an encryption process that would prevent it? I dare say no.
And there are some ways to prevent it already: don't upload a kin you don't want to gte stolen. Or use it only in pw protected races with trusted people, like in league races.
Yeah. Drift tyres are basically a slim rubberband on a shiny wheel that's about 30 percent too large to really fit to the car.
And they produce coloured smoke.
That would be only true if the cars have power steering. Which they don't have, by the feel of the force-feedback.
Concerning the braking: if your braking assistant is off, it doesn't mean you're braking slower, it just means you need to apply more pressure to achieve the same stopping distance.
Actually, that would also be true for the steering, as the car would just steer as fast (as in how much the wheels rotate per how much you turn the wheel), you just need more force.
This is an incredibly stupid thing to do. Thak god you didn't pull the key, or else the steering lock would've caused you a lot of trouble.
It's already possible via InSim, and I do remember joining a server with a similar system once.
It has some very big flaws though IMHO:
If your opponent is considerably faster or slower than you, the "duell" is boring. Which would be the case in most races you do.
Also, you'll have to wait a ridiculously long amount of time just watching others race. Which is even more annoying if the former problem occurs. Which, as I said before, certainly will.
Having tested several games in my time, from open betas of major releases to alpha testing for community mods, let me give you an advice:
IT ISN'T FUN
Okay, open testing is, because it's pretty much just playing the game for free for a few weeks before the launch. But it's nothing you'd get paid for.
But any more in depth of game testing is very tedious. All you do is basically look for bugs and exploits and try to reproduce them. That means doing the same things ad nauseam, and protocoll them as detailed as possible. And for every single bug, you have to do it everytime a fix tried to deal with it.
And afterwards, you can't really enjoy the final product, as firstly, it got ruined because of the repetition (much like a word loses it's meaning if you repeat it numerous times), and because you know of every bug that still remained in it, and no matter how well polished, they will still be everywhere, and to you, be very obvious.
So honestly, if you love games, DON'T become a tester, rather become a reviewer. But that's also a hard enough feat, as there are millions of people wanting to be one, so it's nigh impossible to get a job, even if you have a profound journalistic background.
You forgot:
We're = we are
Wear = as in wearing clothing, or as in wear down something.
Being a communicator by profession, I do tend to be quite anal about language, especially when I read other professionally written texts. I also think it's rude for a person not to use proper grammar, punctuation and/or spelling just because he or she "can't be arsed" to do so even though that person would know how to. In my eyes such a person instantly becomes a lazy prick, even if that might not be true in real life. It's just the impression that person leaves on me. Of course, occasional spelling mistakes are an exception. I rather talk about people constantly "ritin like dis 2 u" or simply refusing to use their shift, fullstop and comma keys.
On a funny sidenote, I am actually a tad dyslexic concerning spelling, especially in German, but only when I write or read my own texts. Strangely enough I can spot every mistake in works of others.
Funnily it's not as bad in English.
And lastly: language is a very organic, always evolving thing, and it's only two centuries since we tried to capture it in rigid rulesystems. Still, a change of language can't be stopped, so it's better to not bother if words and spellings from other languages, be they relative to yours or not, get assimilated into your own.
Unless you're french, then you'll translate everything. Like the Sony trademark "Walkman" becoming a "balladeur"... Or mixing up internationally accepted abbreviations just for the kicks, like ONU instead of UNO, UE insted of EU or, my favourite SIDA for AIDS.
If we germans did that, they would be OdVN (UNO), EU (well, not much of a problem there) and EISS (AIDS)...
One of those is for sale in my neighbourhood, and it's in mint condition. I am very tempted, but I lack the money and time ATM to maintain such a classic (and prone to malfuntion) car.
I do like this brutal boxy late 70ies early 80ies design.
Leagues would be somewhat different of course, if the drivers have to chose one car and have to stick with it. Still, there would be favoured cars dominating the field.
Quite easy maths. Every car you add has to be put in balance with all other existing cars, so every additional car doubles the workload.
say we have three cars, and add one car, you'd have to "balance" it three times, once to each of the exisitng cars.
If you add 2 cars, you'd have to "balance" them 7 times, each new one with each old one once, plus once the two new cars.
Still, this is very simplified, as finding a balance even between two cars is a lot of work that needs lot of tinkering and testing.
You have obviously thought in depth on why it's better to "scatter-shot" new cars into classes to balance things out, but you fail to see one flaw: No matter how trifle the differences, most users still use the best car available. So instead of an almost single car type field and 1-2 mostly unused cars, you'll end up with an almost single car type field with 4-5 mostly unused cars.
I for one would prefer a balance as good as possible, so that, depending on driving styles, any car has a realistic chance of winning, depending on driving style. I do hope that this point will be achieved once limited setups are introduced to all the cars.
Also by adding new cars into existing classes, the work to balance it out grows exponentially.
So in conclusion, while I would be the last person to complain about new content, I just don't think that adding a whole bunch of new cars would be a sensible thing to do by Scavier at this point of developement.
Sounds great. And I just can't wrap my head around the true sequence of ice and fire
Just Finished Joe Abercrombies "First Law" trilogy, an awesome read. Before that, I read Pratchetts "Going Postal", and now, I'm reading "The Hobbit", again. Somehow, Old JRR Toliien just doesn't get old, no matter how often you've read the books.
Afterwards, I'll reread the "Neuromancer" Trilogy by William Gibson, to be followed by Frank Herbert's whole "Dune" cycle and "Otherland" by Tad Williams.