At the moment it's not possible to stall the engine in LFS. Therefore an automatic clutch is applied if there isn't enough torque to propel the car forward when you release the clutch. This can be seen when you have 'show pedals' enabled. Doesn't matter if LFS is set to auto clutch or a manual, it still does that. By the way, that's what you would do in real life anyways
At least they eventually will do something to the issues. That can't be said of some other developers. Since you seem to be a bit thick, I'll type this out plain and simple: LFS S2 was released as an alpha version, mainly because the need for a new version was growing by the minute. The game even comes with a warning that says (among other things):
-Sound: it's already noted that there's room for improvements. But do you actually know what a doppler effect is? It sounds like the car's sound does change according to the direction the car is traveling - would be weird to whine about a feature that is already in the game.
-Aero bugs (while you don't have a S2 license you can't really say much of the racecars since you can't possibly know how good or bad the downforce modeling is at the moment) and tyre physics: they aren't 100% accurate but good enough at this point. Nobody has said there would be no development on these.
-Force feedback: your comments don't really make any sense. Feeling the engine through the steering wheel? Why would that happen? I know some games have this effect but for what reason? Sure, a minor (the steering column isn't mounted to the engine) vibration can be carried through the steering but in no way is it a necessity especially when anything else would overcome the effect when moving. Simulating bumps? If the bumps affect steering rods then the FFB wheel will react - no point making any excessive effects since you wouldn't feel them through the wheel in real life, but with your body in general. LFS FFB isn't like other sims' FFB, it doesn't try to mimic the general vibrations of the car but, done realistically, only the forces you feel through the steering of a real car.
Comparing LFS to other sims is pointless, compare it to real life.
I agree, sounds are in a desperate need of development. But they aren't wrong, in fact they are more right than the sounds in ISI-sims
FFB.. Hmm. LfS FFB consists of forces carried over from tyres through suspension to the steering wheel - I think they are the best in the business, not just some pre-recorded effects.
Physics.. Insane..
LfS is convincing, it shows you what happens under the surface (SHIFT+L for example). In ISI-sims I don't see such info, neither do the graphics hint that there would be that much of a sophisticated system hidden deeper inside. Maybe there isn't one at all?
Replacing a bypass valve with a dump valve can cause very rich mixture when lifting off - air that has already been measured is vented out of the system -> ECU calculates fuel injection according to a wrong amount of air. But that depends on what kind of a system the ECU uses to measure the air.
I guess if viewing S1/S2 replays would be possible without compromising the security of S1/S2 LFS content itself it would be done already. A replay viewer would be handy
HiBiTE I'd imagine to be a friction related company, so clutches and brake stuff would be a logical choice.
The trackside ads will give away some of these, but for the most of them there's really nothing what would tell us what they are. But think if it this way, you don't know what they are but neither do the rest of us. And some of the brands might be sub-brands like Yokohama Advan...
Make a color setting and name it after your AI driver. A color setting (or profile - whatever you wanna call them. The thingies in garage) named 'AI1' will be used by AI1 driver.
Works with other AI names too, if you had an AI driver called "Puf" it would always use a color setting named "Puf" if there's one.
That's his partyface. See the splinters sticking out of his arm and legs? His bday presents from his mates. He's just planning what to do in the evening.
Anyways, a good tutorial. Although I have to ask / say, what difference does it really make how you put your hands on the wheel, as long as you keep them there all the time (don't let go)? The most important thing is just to be able to steer the kart, changing your grip between corners just makes the overall sense of feeling the kart harder. When I raced, I used something around 20 to 4 - although somebody using 10 to 2 didn't make any difference. What's the natural position for your hands depends on the length of your arms & back and of course the seat position
And I think you should put something about observing right to the basic stuff. Due to possible difference in drivers' experience overtaking situations (and accidents) can happen very quickly, newbies should learn to know what happens around them especially when braking into a corner. It also helps in positioning your kart on the track later on.
Not really fond of it. I'll race there if I have to.
The long left hander coming into the oval part really pisses me off. It's the same with the oval exit. They just don't feel natural to me. The track is fantastic before the oval bit, not much to say about the rest of the track. What's with the off camber (at least it feels like it) tight left hander in the end huh?
Live For Speed: Online Racing Simulator Live For Speed - Because I can't afford a race car... Driving at the limit has never been so affordable.
I don't know what is the purpose of these slogans printed on a shirt, is it
a) to attract other people into LfS
b) to tell something deeper about LfS
I voted assuming it's the a one mainly because some of the slogans, while they are good looking things from a LfS licensed perspective, might not seem so understandable to "outsiders"
Anyways, it's a poll so we'll get the answer to my question in the popularity of different types of slogans if people will think about this when voting