I started playing LFS back in 2006 when after an online search for Racing Simulator brought me to a download link for LFS. I downloaded LFS and went to the website to register my demo account so I could race. Ever since then I have been hooked. Granted my attitude towards it isn't always positive on here, that is just because I get disappointed at how long S3 is taking to be developed. Doesn't change my mind about how awesome LFS is, just frustrates me having to wait for updates.
Nobody said it was real life, but it is a Racing SIMULATOR, meaning it is trying to simulate something that is REAL. Hence the reason we are waiting on the tyre physics to be "as close to reality as possible". Obviously the controlling mechanics that you mentions, SHIFT+(r/s/p) are not going to be realistic, but the objects side of it should be as close to realistic as possible.
Your took a very simple statement regarding the OBJECTS and applied to the entire aspect of LFS.
Calm down, relax, breathe, and take a minute to think. Racing SIMULATOR.
"A serious simulator obviously requires a very good physics simulation to provide the thrill and fun of real racing."
" LFS S2 is the second step towards our vision of what the sim must become and already does a very good job in simulating real racing. Many racing aspects are covered - comprehensive setup possibilities, fuel usage, tyre wear, a lot of different surface types, intriguing racing environments, different car classes, etc. "
The restart, pit, and spec commands are there for management sake, while the objects are the to help improve the simulation of real racing.
Should be easy to understand, the examples you gave don't directly effect the race, they just provide a way to manage and keep the races from being utter chaos. Where as, the objects most certain effect the races because they are directly involved with the race by being objects on the track which dictate where you can go or what you should do.
Yes, but LFS has had rallycross ever since I started playing it but it is VERY limited. This would allow for another type of racing to take place and bring more variety. I know it may be a little difficult, but as we have seen most things are quiet difficult when it comes to LFS because of how unique it is.
I feel others would support this if I was given a chance. Hoping Scawen can come and say what he thinks about it, it would add a whole new dimension of racing and layout making. Those areas would need to have layouts made for them for them to be successful and useful. Just something to consider.
I just dont see the need for "floating objects" when there is already a way to do it. Everyone QQs about cruise servers and how this is a "racing sim" yet now everyone is jumping on this bandwagon like it adds to realism or something.
It doesn't, it is going to make crude looking "bridges" and take away from the visual beauty that is already there.
Just because I cruise doesn't mean I want to stray away from realism. WS already has floating ramps, so I am not sure why an official implementation is needed. If you would like "floating ramps" then ask the owner of WS to explain the process he used or maybe learn it, but in a racing aspect, this isn't needed.
I would gladly get involved into the racing aspect but it doesn't feel welcoming when members from several different "top" teams come and troll an honest discussion or try to flame.
It actually does harm, I know you can't read this because you have me on your ignore list, but for anyone else wanting to read.
This will cause harm because tell me what other RACING SIM, lets you build floating sky tracks. This goes a complete different direction from a realistic racing sim.
I am in a thread regarding LFS Development, like I told cargame, Nobody put a gun to your head and made you read this thread, nor did they make you reply with such a wasteful response. Take your own advice and stop whining, That doesn't change a f*.