Maybe having the choice between avg of last 5-10-15 or fuel per lap would be a solution, I think everyone is in two minds about how the “right way” is for reading fuel.
*EDIT* Personally I would always like to mark a lap, we have this function on the real cars to mark a lap, and use that for referencing deltas etc, same goes for fuel, so it shows -0.07 or +0.07 if you’ve used more or less last lap, it’s very handy when you have to make 28 laps but can only do 27 on full push
I agree 3J it is getting a bit crowded but it does look like Scawen has a bit of a design update in store for us when looking at text font etc.
Whilst I agree, the average will only always play catch up to the Actual fuel used.
Fx. If you have a code 80 for 3 laps, then the avg is going haywire untill it’s coming back to normal.
I believe this was also the issue with “Laps of fuel left” if you had driven slowly for some laps, it took a long time before it became relevant and true again.
Personally, I’m not sure if you really want the average.
The average doesn’t matter as much as the actual, having both of course works, but if is necessary…
But I’ve literally wanted this for 16 years :happytears:
Yes, fuel used last lap is always the reference.
Currently for E-Challenge, you can only rely on the actual fuel number and be quick with maths.
I’d say fuel is also really important on ICE cars, if you race to a fuel number for an endurance race, it’s one of the most important things.
Problem is really the F12 menu being a bit big to have open for a long time as it can block most of the right side of the screen.
On the fuel topic, would it be a big workaround to “fuel to x%” instead of “add fuel”?
Great update!
Is it possible to have a more convenient place for the “fuel used per lap” and perhaps also add a 2nd decimal?
Currently switching from f9/ tires menu to f12 every now and then to check consumption (like you experienced in the Electric Challenge) is very difficult and will lead to mistakes. The 2nd decimal is just good to have because there is a big difference between 1.1 and 1.15 over 100 laps.
Thanks a lot Mr. Scawen, it is nice to see LFS blossom againn
More worn tires = better grip, that would be step one to change.
But since it's the same for everyone (and not broken like rF2's insanely ''good'' tire model) I don't mind it actually getting faster as the stint progresses.
Continued :
Another cool addition to this would also be the possibility to change roll centers on the car, I.E adjust the wishbones up and down by 10cm+/- to fine adjust setup, it's something you can do in the editor and I think it should be a option to have in the setup as well, it has quite a big impact on the way the cars handle, puts energy through the tires and how the chassis reacts to it.
Whilst I appreciate it is something you have to 'figure out yourself', it's completely up to the player which adjustments he has/wants.
I have used scripts for my whole time in LFS ever since it was introduced.
It should be a table of options in controller just to choose which button should be ARB+/- BB+/-, but it literally takes 2-3 minutes, to make a script and have it in LFS.
Since we've gotten the great Car Editor tool to add our amazing cars to LFS, I've also noticed some limitation in terms of what we can do with heave in general.
Is it possible to add a feature of a third suspension element in the cars for the future so that we don't have to run downforce cars as high as they have been in the past?
In that way it'll be easier to control, ride height as well as dynamic ride height, even though ride height doesn't affect downforce at all in LFS (/yet) certainly the ride height and center of gravity does, and I feel like FO8, BF1, GTR's are heavily affected by finding the compromise between the two, which shouldn't really be the case (especially not for the BF1).
Anyway, I don't exactly know what can be done by this, perhaps a progressive spring option or simply a 3rd element spring/damper that takes over at a certain range of suspension.
EDIT : Also perhaps adding the option of pull-rod suspension, or having certain fixed points that would pivot/rotate around a point to have inboard suspension would make the Open wheelers a bit more lifelike.
I think most of the issue is that the investment from the esports side is at 0 for the moment for LFS.
If you look at games such as rF2 which is a horrible user experience and fundamentally badly made (Menus, Loading times, Game breaking Bugs, Cars and tracks etc), they have a huge investment from Formula E, Traxxion, VCO. I don't think they'd hold a candle to LFS if I must be honest, but in this case I'm perhaps biased.
Back in the days of ESL and OLFSL where (even if small) there was prize money, the interest spiked massive interest from the German/Northern Scandic Countries as well as the UK.
So I think to re-invent some interest on that front it would take some investment. I have thought about doing something myself, given that we can make our own cars for LFS now it opens up some options.
I personally might just organize something with some prize money or giveaways in terms of hardware over summer/start winter.
EDIT: I do know my point doesn't really refer to the point of the thread, but general attendance in LFS has dropped a lot for Leagues/Championships as a whole, not only people but also the ammount of championships.
Awesome work as always. Would it be possible to re-instate having wheel track adjustments within LFS? Some of the cars that we are currently producing are quite high-tech and would have this adjustment in real life as well.
It's been some years since it was in LFS, like what since 2005-6, so I'm not sure it even is possible anymore... Thanks for making us able to do this anyway.
''b) Row-mates should be generally even with each other, having at least 25% overlap. Rows
should be spaced approximately 3-5 car lengths apart. The leader and call other cars
shall maintain approximately pit lane speed (10 kph / 6 mph variance allowed) until the
green flag is displayed.''
Wasn't it like 50 or something?
EDIT: Yup. Needs to be penalized like I was in Rockingham. EDIT : So the race start was for 50 kph this time around I just learned.
Session AND SERVER of Incident : Race; Servers: Main
Lap AND MPR timecode of incident : Doesn't matter, Race result will be void
Car(s) involved : 60
Location of Incident : NDR Sporting Code and GT2C Rulebook REV2
Brief Description of Incident :
NDR Fails to apply rules accordingly. Enforces no-bump draft for Pre Qualifying :
''3. Drivers may telepit and rejoin freely during the qualifying sessions. Drafting is permitted,
bump-drafting is not.'' and ''4. A driver who misses qualifying completely will start from the pit lane in order of prequalifying time (if held; if not held, number order for Round 1; else points, then number
order). A driver who attends qualifying but sets no time or has all times deleted for
whatever reason will start from the back of the grid in order of pre-qualifying time (if held; if
not held, number order for Round 1; else points, then number order).''
No Mention of bumpdrafting in mentioned for the race anywhere except in the sporting code which states:
''c. Bump-drafting is prohibited at all times in open-wheel cars, unless
expressly permitted. Bump-drafting is permissible on all cars with
covered wheels, except where expressly prohibited.''
Whilst I'm fairly sure that GT cars have covered wheels, and it's not stated anywhere, the race results has been altered and does not represent correct ruling and is therefore void.