There is a poster in this thread with exactly the same system as me that runs it fine with 20 AI! I can't run it with 3 AI!
Well, that's exaggerating. I can run it, but if all 3 are visible at once, and close by, my frame-rate would drop from 80 or 90 to around 20 or even below.
I really like the extra "bumpiness", GTR2, Rfactor-style too. Don't know how he did that.
Can someone tell me why the opponent cars are appearing and disappearing in front of the driver!? If that's what it's like racing online, I'm not going to bother!
If it's not already obvious, I just wanted to double check that he actually meant computer controlled AI and was not lumping AI in the same basket as human controlled opposition.
Hmmm ... well that's good news!! Still if Thorvertonian can run 20+ AI on the same machine with no problems then there's no reason I shouldn't be able to as well!
I have no issues with any other game on my (new) Mac!
As for seeing me soon ... well. ... I have to practice more before playing online. Strange, I've been playing racing sims for so long on and off but I always seem to suck at them! Just don't have the patience I guess.
I am really impressed with LFS so far, but before purchasing a license there is one or two issues I'd like to clear up as if these things can't be improved I think I'd rather wait for the next release.
The most important one is frame-rate!
I can run the game with the graphics absolutely maxed-out on everything, and as long as there is no AI around, the framerate is fine (70+FPS). However, the addition of a three or four AI cars makes for a totally different story, especially when they are close to the player car. The addition of any decent amount of AI cars (10+) makes the game simply unplayable (stuttering and dropping under 20FPS). I've tried modifying the graphics settings, but even if I put them down low, the game stutters badly when more than two or three AI cars are visible but then runs perfectly smoothly once they are gone (above 70fps).
Is this due to the AI logic or is it a graphics hit because of the extra cars? I'm thinking it must be AI logic otherwise I can't understand how people could play this online? Is there anything that can be done to improve this?
For comparisons sake, I run GTR2 with everything totally maxed out, including high-res cockpits etc. and it runs perfectly smoothly even with a full field of cars in wet conditions at night (e.i. 20fps at absolute worst, average about 40fps in traffic). I just can't understand why only a couple of AI cars in LFS causes such a massive frame-rate hit.
FYI, my computer is a MacBook Pro, 2.4ghz core 2 duo, 2GB Ram, with NVIDIA GeForce 8600M GT, and of course I run LFS using Windows (XP).
I think mostly grip is the fastest way. Like you said, maybe a teeny bit of slip in some cases. For the most part, it's as much traction and power you can transfer to the ground, the faster you will go. In some cases, this is not true, and Rally car racing bares testimony to that fact. However, on closed-circuit, hard-track racing it's pretty all about grip. You don't see F1 cars going sideways around corners, do you?
PS - Your friends play unrealistic arcade games. Drifting is not racing, "drift racing" is silly. Just a glorified burn-out.
Okay, this is my second post here. Please don't any forum nazi inform me to do a search! I hate that. Everyone has the right to express their opinion, even if it has been expressed before! In fact, it's probably a good way for the developers to assess the most popular and most talked about features & requests.
The damage modelling:
1 - I really like what I see so far! I think it's so annoying in other games when whole panels just fly off the car. When do you ever see that in real life, barring the very rare case where a car does multiple high-speed flips? Almost never. It looks so stupid and unrealistic. So glad that LFS is not doing that.
2 - So far, my primary criticism is that it's just not severe enough. It's good, but more of the same aesthetics-wise, and much more physics wise. Needless to say, it's unrealistic to be able to ram a car at 100+km/ph straight into a wall and still drive it around with little trouble. And the aesthetic damage (as cool and realistic as it does look) resembles a 30km/ph fender-bender.
3 - Suggestions: i) Most importantly make it much easier for the car's physics to be damaged, as well as making the aesthetic damage more severe; ii) Chipped paint; iii) paint scratched off where graphic vectors are bent/distorted, iv) bent axles, wheels, tyres coming off the rims, v) more smoke & debris vi) shattered glass (would be ultra cool).
4 - I also understand that LFS is about racing, not crashing. Some will say there's much more important things to worry about... and to be honest, there probably is! It's just the first thing that popped into my head. But anyway, the damage model I think really adds to the immersion and realism of a driving game. Even if you rarely actually crash, knowing the potential of what your car could end up looking like just makes the game that much more cool and immersive. And be honest, who doesn't like seeing a big smash every now and then?
I like the way the hand changes gear in GTR2 etc. Never even noticed the lag at all until I read it here. I guess I'm too busy looking ahead into the oncoming corner.
While I agree there is more important things to be done, I think it really adds to the "finish" and immersion of a game anyway.
I'd rather the hand changed gear or there was just no visible hands on the steering wheel at all.