thanks for explaining all aspects...so coding is not the only issue, OS, graphic card, net packets, etc. things that you cannot control obvoiusly.
well i have to say "fortunately"...may i ask you if there is any chance that we can beta test phisics patches (only for offline use), like it happened for the Q-patch?
indeed as i said elsewhere my whishes are different:
1) tire phisics
2) collision engine
3) aero bugfix (only the "high nose" fix)
4) suspension improvement5) better damage model
6) better aero phisics
...
99999999999) language support
so thanks god patch Q is out, let's "patiently" wait for the next phisic patch...i'm just wondering what things will be patched.
my point was, better to wait now to finish language support rather than making happen again in the future that while we are waiting for a "most wanted" thing, Scawen will make joke to use by working at unicode
i always tought there was no doubt, fz50 and fzr are almost exactly ferrari scaglietti! i frequently see a guy near my workplace with a ferrari scaglietti and i'm always stunned, it seems to me to be into an lfs race (me with gti)
the only difference is tires width: the scaglietti ones (rear tires) are much smaller than fz50/fzr
only front lights are from carrera, the rest is scaglietti, no doubt!
first of all thank for replying to a such sarcastic (mine) post, i understand chinese would have implied unicode and you probably remember i am one of those who thinks that for a race sim language suport is the very last thing, but apart from my opinion, my consideration was:"if language support is important to gain more customers allover around the world, why not target to the most numerous country?".
so my real question is (actually against my whishes...), if codepage took so much time, why not target at the big goal "unicode"? i think that with the latest patch you rewrote almost all parts of code that implies text, so while you are fresh with that issue, would still require a lot of time including unicode?
it would be very interesting with solid car (me fighting with myself ), but there would be issues:
if you hit the ghost car, what should it do? should it be perfectly rigid and don't change speed/position OR should interact according to crash phisics? in the latter case, is it possible to implment a kind of AI to make it regain the line/speed of the ghost-lap (i think it would be not easy to implement)?
however i would like even the classic transparent ghost car, BUT disabling hotlap recording when in ghost car mode, so to avoid "cheating" with hotlaps.
[sarcastic mode on]
thanks a lot!!!!!!!!!! the new wonderful chat it's so amazing...now i can chat in japanese while i'm racing!!!!!
[sarcastic mode off]
the "funniest" thing is that chinese was left out...but they are the most numerous people...
PS graphs are very important when trying to counteract the bumps of a particular track...that is, frequencies of springs are very relevant, so a graph would be of big help IMO
PS bis i don't know how LFS code is implementing suspensions, but as a dev i believe that it should not be complicated, but it can affect PC performances a "bit" but only one guy can tell you for sure...
[complaining mode on]
don't tell me...i'm so sad that the most unuseful thing took precedence on everything needed to finish S2...and the worst thing, is that it's taking months... i'm so sad...
[/complaining mode off]
an idea just popped in my mind: what do you think about a car similar to fox but fwd? in real life we always see rwd formula cars, it would be interesting to see and drive a fwd version in lfs
i agree!!! the income for devs will be more or less equal, plus there are more people knowing/playing lfs and also it would be helping marketing with more licenses sold!
...now i know what to give as christmas gifts!!!!
everyone let's buy lfs to friends as christmas gift
for others who don't know, i confirm it! taxes are about or more than 50% (roughly), doing some maths is like each one of you had an employment with about 2000€ monthly income (not considering costs like hardware, software licenses, etc.), which is a regular income and honestly i think you three deserve more (i already paid, so i can be sooo generous ... )
i always tought sells were much less...i'm happy for you i was wrong
...bah...
why can't people just talk? the thread started with wrong foot, but it does not mean that everyone must try to make it worse and worse, i personally dislike insults, please if you have to discuss do it, if you have to insult, please do it on another forum, i would like lfs forum to be the lfs forum, not a wild arena...please!
you can make those patches available only for single player and not online, so only those who really want to see how development is going will download it and apply on a different copy of lfs, so they can help you by deeply testing it...i think this solution can satisfy everyone...what do you think?
by the way, i understand you may be so disappointed for threads like this one, but the reasons are that you, eric and victor are Superstars to us, our Superheroes!!! we only want to know you three are there and what you are planning...we think of you more as "friends"!
there are people that will never be satisfied and people that will always ask for more...and to be honest i felt so unhappy when i realised you were spending so much time for the "characters patch" because i consider it much less urgent than everything else, but i kept it for myself because i understand it is not easy for you guys to hear all our complaints...but as you can see i just surrendered to temptation and i said it...
i understand you guys are always in a difficult position (we are crazy kids to handle ), but if once in a while you can tell us what's goin' on or if you can ask us what we would like first ( ) maybe we can handle easier this abstinence crisis of such drug called LFS
probably we need a good wheel with force feedback, but it's a shame that mouse and keyboard racers are so penalised...
it is true that with much practise, mouse can be fast as wheel but only for hotlapping, because in race with mouse your tires will die much faster, so again a fast mouse racer is penalised...
what i would like from scawen to implement is throttle/brake with mouse wheel or make the mouse wheel to control the percentage of throttel/brake to apply when the throttle or brake button is pressed.
actually i'm developing a tool to achieve this, but with the first model i implemented it's worse because of windows timing that are so unaccurate, so i will reimplement it with real axis, but i'm so lazy and also i think that if scawen do not want to implement such thing into lfs, he will also not be happy for me to make this tool available.
PS two days ago i took for the first time the f08 on blackwood, i spent a lot time to make a fast and good setup and i could make 1.04.50, but a slight mistake while "tapping" throttle during corners and i started to drift, if i do it right, my tires are dead after 2 laps, i think it will be not unfair to give mouse a smoother way to control trhottle/brakes...
...to be honest, i must say i know there is a way to use the up/down axes of mouse as throttle/brake but it's really impossible to use it: in the best case you cannot "full throttle" because it requires too much movement and if you lift the mouse to adjust, you crash! ...it's a real pain i tried for long time but i was never able to make a lap without crashing...
i really hope Scawen will implement the throttle/brake with mouse wheel...
O_____O i really don't think so! in the past i used the cockpit view with an angle that let me see both side mirrors because i needed those to see cars very close to me on one of the 2 sides...really when a car is exactly on your side central mirror don't show it, but the side mirror yes...
at the moment we have virtual and real mirror, if they could be replaced by 2 virtual side mirrors there wouldn't be any fps drop and usability will increase a lot because the central mirror is totally unuseful and side mirrors are essential to avoid crashes! ...unfortunately, at the moment to view side mirros we are forced to use so crappy and unrealistic visuals...
because with mouse i was beating also wheel records, so devs tought that mouse is faster than wheel...
seriously: the bad thing was that it allowed poor wheelers to go up into the hotlap chart, by doing harder hotlaps with mouse instead...anyway, i think that it would be good to add view filters
well, my son...you are already punishing yourself by not playing LFS...what greater punishment can i give you?!
however, the holy ways are beyond our understandings and i dare to say that walking along the road of perdition can only strengthen your faith!
it's not far the day you will understand...and that day your faith will be stronger than ever!
PS today i converted another lost sheep to the faith of LFS he was complaining that force feedback in GT4 was not strong enough as real life, he was tired of toca2, not convinced of GTR...i made him try LFS with DFP on a huge TV...he was amazed! he said "i cannot believe it! is exactly as in real life" he is addicted to tuning real cars, so...go guys and spread the word!
i didn't read all replies, but your conclusion seems pretty realistic to me:
if u lose grip on both front and rear, at each wheel aren't applied any forces (phisically speaking) and the sliding is only consuming the energy that car have because of velocity, when only one edge is sliding then there is also the centripetal force to compensate, so the sliding wheels (the rear) must dissipate the cinetic energy and also conteract the centripetal force.
it's hard to explain more easily in english for me, i hope you understood anyway
exactly! the overlap caused by lag isn't usually so dangerous, either because on regular races after T1 we ususally don't get too close other cars and lags usually are not too big and also because since we got car damage, i think car-to-car collision is somehow "elastic"...BUT, lightly hitting objects will produce "hyperspace jumps" that are totally unrealistic...as i said this has not been a huge problem for regular races till now (except for SO track), but since servers are hosting custom layouts (see StuntRacerClub) where rigid objects are all around, this is becoming a much bigger realism problem IMO.
i imagine that scawen will schedule this for a major patch after S2 final, not before i think...in the meanwhile let's consider this: good crashes realism is good, not crashing is better