No, it wouldn't. Think of a figure skater doing a spin. When she pulls her arms in close to her body the spin accelerates, but her mass has not changed.
I think the point is that the closer you approximate the real thing the better result you will get and the fewer hacks will be required. If the engine actually simulated an output shaft being torqued and the clutch code actually simulated the friction of plates on a flywheel we would likely see not only very realistic clutch action, but things like stalling would be partially taken care of since flywheel mass and other such things would be taken care of already. Of course, we can't simulate ALL of these things. There's simply not enough processing power. But I think that many things can be accurately simulated while still staying very close to real life and relying on real life physics and not lookup tables or if/then statements.
Yes. It's really helpful for newbies. Most people can't make a clean lap when they first start playing LFS. If they had to wait for their car to be repaired or restart the session each time they went off, it would be a nightmare.
I would prefer to see Shift+S go away in virtually all public races (at the server's discretion), but before that can happen there needs to be another system which will remove cars from the track without them magically disappearing. Also, such a system needs to be able to be toggled so that leagues like STCC can use their safety car. Or, better yet, an AI safety car would be a great addition.
I definitely do not want to start down the slippery slope of engine tuning. That said, I would like to see flywheel weight modeled better. I'm fairly sure that it will have to be for Scawen to add stalling and a proper clutch model anyway.
As others have said, this is not really true. Yes, you want to go as fast as you can, but you also must maintain the car for the actual race. This is one of the few things that NetKar got right. Your car has to last through qualifying or you don't make it on to the race. If you wreck during qualifying your car will need to be repaired. If there's not enough time to fix it before the race starts, sorry Charlie. I would like to see LFS handle this the same way.
There need to be consequences for crashing and abusing your car. Right now the damage model, Shift+S, etc. make everyone want to push 110% for every single corner of every single race.
I think that the diffs, while incorrect, don't deter from proper racing much at all. Ditto for the fact that brakes don't overheat (though I really hope we get that behavior eventually). Everyone is still on a level playing field in both of these cases and both are close enough to correct that the cars handle pretty realistically.
Damage and clutch are a totally different story. As it is now you can hit the wall at 60mph and continue merrily on your way. No suspension damage, no radiator damage, no engine damage. Even if you don't hit anything you can flatshift until the cows come home and downshift at ridiculous RPMs with little chance of hurting your race and no chance of a DNF. The clutch detracts from immersion and realism also. People spin or do things that should cause the car to stall, but because of the autoclutch they suffer no ill effects. Many race cars don't even use batteries, so one mistake and your race should be over since you can't restart your car. Both of these issues detract from realism and fair racing far, far more than the diffs or brakes currently do.
Again, I'd like to see the diffs fixed and brake wear/temp modeled, but I think that both of those items would have relatively little effect on most races. Improved clutch and damage models would have significant effects and greatly improve realism.
I'm hoping and praying that this is true. Improving the clutch model and implementing stalling is the second most important improvement to be made IMO. Second only to improved engine/suspension damage.
I was forced to stop watching halfway through as the music made my ears bleed. Just dreadful. The video wasn't half bad, but you really need to deinterlace it. The cars looked like they were going into warp speed or something.
Those don't look like any curbs I've ever seen. Sorry, but I'm not a fan at all and much prefer your other work.
But speaking of curbs, I've got fixes for the curbs at Blackwood, South City, and (I think) Aston. PM me your email address and I can send you the files if you'd like. Making the stripes longer makes a HUGE difference, IMO. I wanted to make the curbs longer, but the mapping problems make them look messy, so I settled on making them twice as long as the ones in your custom textures.
The backfire mod is no longer being worked on or hosted. The best you can do is to download LFS Companion, which has the backfire sound code. Of course, you'd know that if you'd bother to read the thread.
Nice idea, but I doubt it will ever happen. Physics engines need to be written to support the different materials. LFS would likely have to be almost completely rewritten, so I don't think we'll even see this in S3.
We've got rubber, metal, glass, and brick/concrete. I think that defining those four things would be plenty, and other than glass it's pretty much already done (not by defining the material, but by defining the object). I don't see a whole lot to be gained by going through the trouble of worrying about other materials.
Let's not forget that some racing sim companies are starting to move to the pay-as-you-go plan where you have a yearly fee. If/when this happens on a large scale LFS will look like even more of a bargain. Which is more expensive, 36 British Pounds for the all you can eat LFS buffet or 50 American Dollars per year for the iRacing happy meal?
Sure, some people may hesitate or even decide not to buy LFS based on its somewhat high initial cost, but those of us who have spent good money on wheels, pedals, computers, video cards, fancy screens, etc. will still realize that LFS is a bargain.
I've had no problems using wireless. In fact, I host the server that I run from my laptop over 802.11n. I can host a dozen drivers, use teamspeak, etc. with no problems. If you've got a decent connection to the base station there's no reason that you shouldn't be able to play using wireless just fine. That said, wired is a better choice if you have the option.
You're being very condescending and stereotyping far too much. Pretty ironic considering you were just posting under a demo account two days ago and commenting about how demo users were negatively stereotyped.
Just because someone likes to drift doesn't mean they "rice out" their car or are looking to show off. I'm a racer at heart, but I love getting the ass end of my car out around a corner. It's just plain fun! I don't do it for glory or applause - I do it because I enjoy it. And the car of which I speak is an American V8. No neon, no graphics, no spinners, no body kit.
Please back off the "dorifto" stereotype and look at what is being asked for. Drifters want a track where they can do their thing and racers want a track where they can play head-to-head uphill or down. A mountain pass satisfies both while opening up the game to new forms of racing. You don't have to like it, but there's no skin off your back to satisfy the people who do want it, is there? Actually, you might even see an extra benefit. Just filter out the mountain track and you'll probably never see another drifter again!
The Nurburgring is the most requested track on this forum by far. It's requested by racers, not just drifters. What is the difference between that and a mountain track that makes one okay and the other not?
Not in the least. The original Cannonball Baker was a statement against the 55mph national speed limit. It wasn't a "street race" in the Fast and Furious sense. It was an experiment to have fun AND to show that cars could safely drive at a high rate of speed on the US national highway system without endangering the motorist or the public, similar to the autobahn in Europe.
I'm not a fan of street racing at all and didn't mean to give that impression. The whole idea of a sim is to be able to do something that we can't do in real life. Driving 120mph across the US is one of those things that I can't do in real life, but would like to experience - consequence free - none the less.
going back a few posts...
I don't understand why you think that a road layout can't offer the same thing as a track in this regard. There are just as many passing opportunities on a road course as a track. And lining up a pass is even more intense, IMO, because the curves are all different. You can't just wait until the next lap to try turn 2 again. How would the chances of driving side by side be any less on a road course than a race track? Two drivers will either be equal enough to be dicing it out or they won't. Whether or not the track repeats itself has no bearing on this.
I was talking about the original Cannonball Baker races that the Gumball Rally movie is based on, not the current "Gumball 3000" crap. The former was an incognito race where the participants did their best to stay under the radar and get from point A to point B as quickly as possible. The latter is a "rally" with timed stop points and contestants which make a point of showing off for the cameras.
You can't race door to door without going in circles?
Personally, I can't wait until the day when computers are able to simulate complete cities and states with realistic roadways and traffic patterns. I would LOVE to have a virtual race from California to New York, using real world roads, real traffic patterns, and accurate physics. A virtual Gumball Rally, if you will - but completely safe and legal.
I find this pretty interesting, and I disagree with you. Drifting teaches the basics of car control on the limit and that's what's important. It's easier to teach someone a good line than it is to teach car control. I'm not sure if anyone here watched the Forza Motorsport Challenge that was on last week but there were 6 drivers pitted head to head in a 10 lap race. The drifter came in 2nd out of the 6. He was driving a stock 350Z and the winner was driving a C6 Corvette (Z06 even, I think). Obviously he must have some skill because he damn near beat a car with twice as much power and a driver with more experience racing.
Rally drivers slide sideways around nearly every corner, yet they're trying to run the fastest time and beat the competition. So, while drifting can be about looking good and having fun it can also be a useful skill in real world racing.
I'm primarily a racer. I think drifting can be a fun diversion, but when I log on to LFS I do so to race. That said, I think a mountain course would be the best addition to LFS as far as tracks go. It would give the drifters a place to ply their trade and yet would still be fun for racing (hill climbs, one on one races, etc). IMO, the most fun races are not the ones that are 20 laps around a circuit, but the ones that are down a long and winding road. The original Need for Speed (before it became all about spinnerz and body kits) had several tracks that were point to point. One went through a city down wide freeways, one went up a mountain side, one went down the coast, etc. I had more fun with that game than any other racing game except LFS because the tracks were such a joy. I'd like to see that same fun put into this great simulator for racers AND drifters.
When you said that you were studying in the US I took note of your location. There are several of us from the Seattle/Portland area. I try to get everyone together for racing on Sunday nights around 7pm or so, but it's hit and miss. Anyway, if you ever want to race with some locals log on around that time and look for the Seattle, WA or "Rainier Racing" server.
You sound like just the kind of guy that we're always looking for, Jim. A respectful racer who just hasn't quite made the plunge into S2 yet. I'm sure that once you get it you'll have nothing but good times since the licensed servers are a lot tamer than the demo servers, as a rule. It's amazing how much more respectful people can be once they lose their anonymity.
I already run 4X AF and 4X AA but it doesn't really help. I'm running an odd resolution with a fairly low vertical count, so I'm sure that adds to the problem. Changing the texture itself is the only way I've found to really fix the issue though (not to mention, it looks more realistic).
No biggie if you can't or don't want to do it. Like I said, I've got a hack running now that works. It just doesn't look great, that's all. Maybe I'll put in a little more time making a new edit that looks better. Would you be okay with me using your BWcurbs1.dds as a base, assuming I come up with something that's worthy of release?
Electric Kar - I hate to ask, but was hoping I could make a small request. Your texture work is top notch but there's one thing I'd love to see changed and that's the blue and white curbing. Would you be willing to possibly make a version with much, MUCH longer stripe sections? The current, default sized stripes shimmer and are very distracting. I did a quick edit to fix it but would much rather have it done by the master, if possible.
Edit: here's a screenie of my quick and dirty edit