The online racing simulator
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Cue-Ball
S3 licensed
I agree that the 90* look was nice, and users should have the option. Just a select box with a choice of looking 45* or 90* would be nice (with smooth or instant looking, like we have in X10). I think having both 45 and 90 degree look is too complex.

Looking behind should be removed completely, IMO.
Cue-Ball
S3 licensed
AI drivers with XRRs are getting drive-through penalties for speeding in the pits on Westhill (standard direction). FXR and FZR drivers seem to be able to pit fine, but the XRR drivers pit for fuel and get a penalty. When they enter the pits to serve the penalty they are speeding and get penalized again, ad infinitum.
Cue-Ball
S3 licensed
Quote from TassieDevil :What an absolutely stupid reply, was I asking you? No, so leave you opinion to yourself, all said and done it is still a game and is supposed to be enjoyable to play, and if you don't want to use those options then don't, but if I and many others wish to then we should still have the choice, and when the realism lets me have a decent mirror to be able to see behind properly then your point maybe valid, but the game just doesn't allow a decent view through the mirrors like you get in real cars..........

Are you fricking kidding me? What kind of "decent view" do you think you get from a mirror in a race car? You can't see jack squat! The mirrors are small (to keep down drag) and flimsy (to keep down weight) and they vibrate like crazy. Let's not also forget that in the real world you would be wearing a helmet, balaclava, HANS device, etc. and would have a high-backed chair...all of which would even further restrict your view. If anything, the mirrors in LFS allow you to see way, way more than you would in real life.

By the way, this is an Internet forum. If you don't want to hear other people's opinions, I'm afraid you've come to the wrong place.
Cue-Ball
S3 licensed
Quote from ajp71 :Hopefully suspension repairs can be increased again for the next patch

Agreed! I would like to see all the but most minor repairs take a dreadfully long time. In the real world you can't just swap control arms, shocks, and springs in 30 seconds. I think this is one of the few areas that nkPro is better than LFS.
Cue-Ball
S3 licensed
Quote from Toddshooter :Can you let me know how to do this? I have been trying but I don't get a blip no matter what I do.
Thanks

1) Squeeze paddle or push shifter
2) Press gas pedal
3) Release paddle/shifter
Cue-Ball
S3 licensed
Quote from Indiana Jim :Great work Scawen.

If you folks allow me, I think I need to indicate the three changes that I don't quite agree with for the following reasons.

1. Engines are no longer repaired in pit stops

I don't quite agree with that because pit stops are used for repairs in real life racing. In racing, engine repairs are a priority. You can't win races with a faulty engine. Also, by deleting that, it will eliminate some drivers from racing, think about it, those who are learning to handle their cars. Quite unfair, if you ask me.

The only engine damage that LFS currently has is dropped cylinders. That sort of damage is not something that could be fixed during a pit stop.

I would be all for allowing engines to be fixed in the pits, but it should require multiple hours, just like real life. The only place this would currently be at all useful is the multi-hour endurance races.
Cue-Ball
S3 licensed
Quote from thenoob :Being forced to buy a g25 it's not the point.
The point is why a driving aid is so important while others aren't?
The auto clutch, the automatic gear and also the sequential gear on an H shifter are all "not realistic" driving aids (which is a GOOD thing! Because LFS is a GAME. A game focused on realism, sure, but as a game it can't be 100% realistic).
I don't understand why an aid like the auto cut-off is considered such baaad thing when an automatic gear (i.e.) is not.

P.S. I'm not whining, I'm only expressing my opinions on this test-patch.

You're right.

Scawen, please remove the auto-shift option as well.
Cue-Ball
S3 licensed
Quote from BlueFlame :When you engage the clutch, you can keep your footflat on the throttle and change gear. So, there should be some options, allowing me to do this without a clutch pedal.

There already is an option for that. Button clutch.
Cue-Ball
S3 licensed
Quote from BlueFlame :you can't blame anyone for wanting problems smoothed out, it's not the fact it's something new at all, if that was the case me and Bandit would hate the FBM.

The thing is, this is not a problem. You guys are just making it out to be one.

This really is not that difficult, and it's much more realistic this way. Let off the gas, shift, get back on the gas. Why is this so hard?
Cue-Ball
S3 licensed
Quote from Toddshooter :I know how to heal toe with a clutch and can do it in a real car...But I don't have a clutch peddle so I need the auto clutch enabled.
The problem is there is no way to blip the throttle with auto clutch when downshifting. There isn't enought neutral time in the shift after you depress the paddle shifter to blip anything. If you keep your foot on the floor the throttle dosen't even register it.

How are others finding this?

You need to hold the paddle or shifter, blip, then release.
Cue-Ball
S3 licensed
Quote from Tommy :Ai behaves ok (pitting) when server has compulsory pitstop = on, but when it doesnt, they NEVER pit.

That is not the behavior that I've seen. I ran multiple races yesterday with AI drivers. During at least two races where compulsory pit was turned off, the AI drivers DID pit for fuel. The did not pit for damage or tires, and they did not pit during timed races (1+ hour), but they did stop during long races for fuel. The problem is that they all stop on the same lap and crash each other out in the pits.
Cue-Ball
S3 licensed
Quote from TassieDevil :yeah bring this back so I can look back using both paddles together, I have a G25 and with limited easily accessible buttons on the wheel itself, I use the paddles for left and right view and both together for rear view when I need a clearer view of who is behind me instead of trying to see in the mirror.

This was removed for realism, and should stay as it is now. In real life you can't turn around during a race and look behind you. It's physically impossible because you're strapped in so tight.

Ditto for the digital speedometers. Most cars don't have digital speedometers, so the cars in LFS now don't either. You should be driving by feel, sound, and (if necessary) RPM...not the speedometer.
Cue-Ball
S3 licensed
Quote from kurent :For me not having a speedo is like driving blind. When I'm learning the track I try a corner at 100: safe, 105: safe, 110:grass, 107:safe. And I ALWAYS prefer digital over analogue except for the rev counter for some strange reason.

You can still do that, but with the RPM, not the MPH. In real life most race cars don't even have speedometers. Given the drive towards realism, I would not be surprised (in fact, I'd be delighted) to see LFS get rid of the speedo hud option completely for certain cars.
Last edited by Cue-Ball, .
Cue-Ball
S3 licensed
Quote from PaulC2K :Also, a question about the AI while im thinking about it, half the FZR's which ran out of fuel also picked up a puncture the same lap, and its got me wondering whether they pit for damage & tyres

From what I've seen so far (I've run several AI races of varying lengths), the AI drivers do not stop for tires or damage - only fuel. And even then, not during timed races. Hopefully Scawen can fix this in the next test patch.
Cue-Ball
S3 licensed
It looks like AI drivers stop for fuel on races measured in laps, but not on timed races. I ran a few races today that were 100 or more laps and each time the AI would pit for fuel (or at least try to). I just ran a 1 hour race on Westhill with three each of the GTR class cars with "pit stop required"=yes. The AI cars correctly determined that they would need to run 2 stints, and they put less than a full tank of fuel in. However, by lap 22 (about 35 minutes into the hour long race) the FXRs were running out of fuel. Two laps later the XRRs and FZRs ran out. None of the cars ever stopped for fuel.

So, they correctly knew that they would have to stop for fuel. They correctly gave themselves enough fuel for about half of the distance. But they never stopped to refill.
Cue-Ball
S3 licensed
Quote from sinbad :Not a bug, but I'm curious about the setup options. I'm guessing that you can't adjust/swap the differential in a real FBMW in the way you can in LFS, among other things I imagine.
So........why aren't setup options chosen to follow the real cars/series' when every effort is made to make it identical in other ways?

This is a problem with pretty much every single car in the game. Hopefully it will be addressed before we hit beta.
Cue-Ball
S3 licensed
Quote from PLAYLIFE :I don't know... It takes a while for the race to get restarted with a huge field... Way-way too long. I dunno what... people want to have a 5-10 minute brake between the races!?!?!? WHY!?

Because after a 30 minute race it's nice to get a chance to rest your arms, get a drink, take a leak, etc. If you're driving 8 lap races in the XRG, using only two pedals, shifting with the paddles, etc. it's no big deal. But when you're doing longer races, using all three pedals, and rowing your own gears, racing can get damn tiring!
Cue-Ball
S3 licensed
Quote from _--NZ--_[HUN] :My FO8 AI just kept going with deflated rear tyres and damaged suspension.

Yeah, I've found the same thing. At first it was just one AI that bent up his car who refused to pit, but after less than an hour, an entire field of 9 AI drivers on South City have pretty much totaled their cars. They've either plowed into the guy that was putting along, they've hit the wall, or they've blown out their rear tires. None of them have pitted for new tires or to fix damage, so I'm guessing that behavior isn't included in this patch.

Edit: I'm also curious if the Newbie-Learner-OK-Quick-Pro makes a difference. I've tried a few AI-only races on the different levels and noticed no real difference in lap times, passing ability, driving line, etc.
Cue-Ball
S3 licensed
Are the AI drivers supposed to pit for anything other than fuel and tires? I'm running a race around South City with 9 AI drivers right now. One hit the wall and damaged his suspension, but rather than pitting he's continuing to limp around the track, causing pileups and generally being a rolling road block.

Are the AI supposed to pit for damage or retire if it gets bad enough? Is this planned for post-Alpha?
Cue-Ball
S3 licensed
Quote from red_wing_2121 :Did anyone else have the issue where all the skins and setups were deleted? And for some reason when I copy my backups to the game they still do not show up!

You have to rename your setups with the car's abbreviation and put them in the new <setups> folder. This has been said several times already.
Cue-Ball
S3 licensed
Quote from troy :just had this failure messages in a server full of AI's not sure if its really related but i guess its best to post the screenie here.

message was: invalid (x) - could not find connection

That looks like a failed InSim message to me. Are you running an InSim tool that might not be compatible with the latest patch? Just a thought.
Cue-Ball
S3 licensed
Quote from spanks :aaaaaaagh you killed the fox

the powerband feels different, and the rev limiter is set like 200 rpm after horsepower peak..and the shift light (7k) and I hit it constantly. The old fox just starts to run at 7k to 8k, now you fall down to no horsepower on every shift, and you don't get the top end you used to. Not only do I need all new gear ratios, but it seems the fox will never be quite as fast as it used to be

The point is for the simulated car to be more realistic. If that means it's slower than before, so be it.
Cue-Ball
S3 licensed
Quote from -=fly=- :almost forgot, u still cant get XRR out from sandpit as any other GTR, kinda big punish to use FR

Hopefully the sand will eventually make it impossible for ALL of the cars to drive out. But that's a change for another day and another patch.
Cue-Ball
S3 licensed
Quote from plehto :That combined with fzr's ability to run longer stints compared to the other two, it could turn out to be quite a dominant car.

I don't think this is necessarily true. The tires have been changed to wear out faster, so the FZR could be at a disadvantage there. Also, it still uses way more fuel. I just setup an AI race of 95 laps around Blackwood. All cars will run 2 stints, but the FXR and XRR only need 57/58% fuel for the first stint, while the FZR needs 78%. I'm not sure if the tanks on these cars are all the same size or not, but if they are that's a substantial weight penalty for the FZR. It won't make a difference on a 12 lap race, but certainly will on longer endurance races.
Cue-Ball
S3 licensed
I just tried an all-AI race on Blackwood with the new BMW. The race was 150 laps which required the AI cars to pit once. All cars pitted on lap 79, but only three cars made it out of the pits. The rest burned up their clutches trying to get out. One car actually is still shown as pitting, but he's sitting outside of the pit area, on the drive-through lane. It says that his pit stop is finished, but it appears that since his clutch is burned up he can't get underway to end the pit stop.

Out of 10 cars in the race, only three made it out of the pits. Still an improvement though.
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