There was some issue with US servers, australian servers worked fine but obviously it was quite an experience driving Dallara around Indianapolis with 500ms delay in an open practise session.
One thing to consider is that the maintenances are done on US schedule, which unfortunately can interfere with EU primetime.
I have to disagree with you on that one. Login to LFS World and look at the online activity, it has remained steady at ~400 racers each day all for past 600 days. There is no major ups or downs, other than those caused by major LFS updates. If we had same kind of history graphs for other sims, it would tell the same story. Maybe the impact was bit more significant on oval racing sims, but generally people seem to pick one sim and stick to it. There's also the weird hostility towards other sims, but that's present at any online gaming genre.
Point being, iRacing's current subscription numbers seem way too high to be 99% of long-time simracers. Even on forums you frequently see posts from people who are new to online racing. It is also hard to imagine that all the media exposure didn't have any effect.
Usually the simple explanation is the best; LFS is very different from big titles and it has hardly any exposure outside the simracing "community". Also you can't ignore the fact that oval racing is big thing in US and that's not something LFS excels at.
Yeah, but it shouldn't lose opacity in the middle section where there is no holes.
Edit: Added a quick image to illustrate what I mean, circular object that has received a radial blur around it's center point.
At center the opacity stays at 100% since there is no gaps in between. On "spokes", the blur is not uniform all around since the tip is traveling at greater speed than the base where it's connected to centerpiece.
You can just use 900 degrees and once you calibrate it according to instructions ingame, it will automatically adjust the steering for each car. Radical is kind of odd car since it needs quite a lot of steering input to turn, other cars have much quicker steering. I have both spring and damper effects set to 0%, profiler FFB set to 100% and in-game at 12.
Yeah, I've been reading that discussion but I kinda get the feeling that it should be much stiffer than it is, what's the point of eliminating springs and just riding on rubber block of rubber?
Edit: Well, technically it doesn't eliminate spring, but you know :P
I used Volker's set as a base to get idea on how to make the car fast. Made some changes to it, especially increased bump gap which made the car feel bit more agile and added front wing for fast corners. But overall it feels pretty good for my driving style as I don't like oversteery cars in general. There's really not much sliding, usually getting bit of a 4wd drift into T1 and little bit of wheelspin on the inside tire coming out of last corner, but letting the car hit rev limiter kills it quickly.
I don't really like the idea of running negative bump stop gap, makes the front feel really weird through fast corners and it's not really realistic to have suspension compressed that way on a standstill.
As for handling, it can be snappy if you provoke it with fresh tires but once you're past the sweetspot, it gets much more tame as the tires start to wear out.
Computer parts are not like mechanical stuff, they don't wear out and lose performance. It could be a matter of some application putting excessive load on your processor, which would seriously affect game performance.
Press Ctrl+Shift+ESC to open task manager and under "Processes" tab (second tab), look at the numbers on CPU column. That list tells you the processor usage of each process in percentages, see if there's anything that is constantly using up 10% or more of your total processor power.
Either way, you'll get the same game performance for half the cost of i7 setup. I'm running a quad and for most games, two cores are sitting idle or running background processes.
For this kind of piece, you can use a copy of the headlight cover itself. That way the curvature matches perfectly, then just cut faces (add edges) to create nice flowing edge and delete faces you don't need. Move it slightly up and forward so it doesn't intercept with headlight cover, then extrude just a bit to add some thickness.
Corvette is definately more forgiving and easier to slide around than Dallara, but both are very much recoverable from slides. I wouldn't expect them to be easy as Skippy to slide around considering differential is completely different and having both rear wheels spin at the same time will result in much quicker snap-oversteer.
That kind of glued on piece of plastic on headlight cover is kinda cheesy and it completely blocks the inner headlight. Speaking of headlights, yours are reflecting a lot of different shadows and highlights that are not present on rest of the car.
Corvette has certain "GTR2" feel to it in a way that while it doesn't like to drift very well, it's fairly predictable when pushed over the limit and high speed slides are easy to correct.
Yeah, I got details at max for replay mode where I took those screenshots.
But the graphics engine is still very much work-in-progress as other stuff takes priority over eye-candy.
There's recent comment from staff about graphics as they are right now:
Tracks enviroment look little different depending on what session you're in, during practise sessions there's no crowd, some on qualify and full crowd during races. Also on that video it seems that graphics details are set fairly low, there's no track or cockpit shadows for an example.
You don't necessarily have to witness the event to figure out what probably happened. Let's say there's milk and broken glass on the floor, next to the table; you should be able to figure out what has happened even if you were not there when it happened.
Figuring out the early universe is way more complicated than that, but idea is the same; observe and study the after-effects.
Galaxies are not orbiting around each other, most are actually accelerating away from each other unless they are close enough where gravity will pull them together, causing them to collide and merge. Good example is Andromeda galaxy which is estimated to collide with our galaxy.