Thanks, yes I noticed it redirected after I posted.
lfs.net gives a much more realistic 282ms
Ping statistics for 188.122.74.149:
Packets: Sent = 10, Received = 10, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 280ms, Maximum = 285ms, Average = 282ms
For the record, mod downloads take between virtually instant, and about 3 seconds for me.
In in Sydney with a 50Mbps link.
I seem to be getting pretty low latency to liveforspeed.net as well, which is surprising.
Ping statistics for 172.67.203.131:
Packets: Sent = 10, Received = 10, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 9ms, Maximum = 15ms, Average = 11ms
I'm not sure if this is the right place to praise mods, but this one is immensely awesome.
Hotlapping this around SO Town last night was the most refreshing LFS experience I've had in years.
Thanks to the author, and to the devs for making it possible!
The Touring Car Masters category in Australia is a good example of this.
Cars from the 60s and 70s running on modern rubber and other components to make the cars more reliable for racing.
If I remember correctly, the VWS lead Scawen down the tyre physics rabbit hole all those years ago.
He didn't think the VWS would be up to standard on the current physics and decided not release it until the new tyres were ready.
Fast forward 12 years, and there has been progress, but the new physics are still not released yet. And I can understand why things like VR support and Mod support would delay them.
But when the new tyre physics are released, I'd be expecting the VWS to be released as well.
Geez, ease up with the frequent posting Anton!
You're pushing towards averaging a post every 3000 days now.
Just kidding of course.
It's fantastic to still see old fans of the game still interested, and looking forward to the next announcement - whatever it will be.
Me too.
Really hoping it's to finally announce an update for public testing ahead of a release before Xmas.
If it is, then from what Scawen said back in May I'd be hopeful of new physics, lighting and track updates (except for Fern Bay).
Would be surprised if mod support was included, but that would be a huge bonus if it was.
Of course, maybe it's going to another progress report, but I'm getting a certain tingle this time.
Yeah I remember Scawen saying LFS development was still his main job as well.
What I meant was, he may not be financially reliant on income from it.
I can't really speak for him, but he seems a pretty salt of the earth guy, and not someone who needs huge wads of cash to live his life.
Normally, when a software developer is reliant on an income from revenue they will push to release updates and content.
Given that work on the graphical updates started more than 3 years ago and physics overhaul started 12(?) years ago, it's seems clear not to be the case here.
Scavier seem to go out of their way not to generate hype. It's become clear to me over the past decade or so that LFS must now be more a passion project than a financial one (which is fine!).
I'm sure the physics and graphics updates will come eventually but after years of waiting, I don't take any news or progress updates as an indicator that something is imminent.
The guys clearly work at their own pace, and not under duress of the community's demands or expectations.
To be clear, this is not a criticism! I've been following LFS for more than 16 years and also like this project a lot. I just don't have any expectations any more.
In addition, surfaces are affected by things like rubbering in, and temperature.
Some of the modern sims are starting to simulate this quite well. I've been playing a lot of Automobilista 2 lately, and it's really challenging and fun to manage the changing conditions during a race.
Puddles form after heavy rain, and if the rain stops a dry line will slowly appear but some sections of the track might retain puddles for longer. Emerging features, but very cool.
BeamNG is great for what it does, but I agree with your opinion.
I'm no tire physics expert (at all!) but feel BeamNG does standard road cars very well - which translates to slower speeds, more noticeable suspension movement and weight transfer.
It's obviously best in class for its damage model.
Track and race cars show the limitations of it's tire model though, and even though 0.21 was a great improvement, its still a way behind specialist racing sims.
But, I accept that.
BeamNG will never do racing like LFS, and LFS will never do damage like BeamNG.
"We want the community to have the new version so we are trying to get to that point as quickly as possible. To do that, some things we want to do can wait until after the release. For the first version, Eric plans to focus on finishing South City and Kyoto while Scawen works on the tyre physics. Fern Bay and further graphical improvements can be done after the big update."
Great to know that tyre physics will be part of the first update!
I would love to know what state they're in at the moment, and if we should be hopeful of the first update this year?
Thanks for the post, and SO at night is looking spiffy!