It isn't as simple as you describe. Those players are spending years in demo simply because they have no intention in paying even a penny for the game. If you removed the demo feature, or didn't even implement it in the beginning it wouldn't double the number of S2 users, I'd even guess less users would have paid for the game. That is a dead assumption, which has been made ages ago and as wrong as possible.
Hmm, that's almost how Scavier is constructed, like literally. From then on, the rest of your statements are invalid. There are 3 people for 3 separate roles and yup, I agree with dawe. Why would they make another iRacing, when there is one you can play already?
The thing about LFS is the complexity of the program, that's the main reason Scawen wouldn't want anyone getting involved. It would take maybe weeks or months of teaching what does what and that means even more off-time and then you also have to coordinate all of the people not to mess everything up.
@Gabox, your discussion about SR and whatsoever into LFS is total bullcrap, you don't even know what you're talking about. This game only provides you a website for communication and one for statistics and a master server for individuals to run servers. Which are INDIVIDUALLY ran unlike iRacing who own every gaming host, which limits the capabilities of the game at some point. It is a different approach and there is no need to try comparing the two. One of them is a wannabe professional simulator the other one is a simple racing simulator, guess which one LFS is. Try league racing and spend some time there, if you even get through prequalification, which basically works like a simple Strenght of Field system ran by people.
Well, they might not have invented anything, but iRacing was the first one to try bringing that business model into a sim and guess what? It worked. That's why people play iRacing and not because "uber crazy physics" and whatsoever. It's cause you get matchmade with people around your skill level at any time of the day in nearly any car. You also see a curve of advancing while driving those races and you don't just drive laps endlessly without being rewarded if you did well, that attracts a lot of people including me. I stayed in LFS for nearly 10 years counting demo, and I enjoyed it, I would still enjoy it if league races or even public racing (CTRA) would be as rewarding as it was years ago. I'd take LFS' CTRA over iRacing's system any day, too bad it's dead.
Thanks for the help dood. By the way, is there a way to get the X/Y of layout objects, so that can be changed dynamically or I have to hardcode stuff for every single layout I intend to use, as it would be like 6-8 different layouts that I'd use the speedtrap for.
I would like to request a program or at least some help on how to make it. I'm in desperate need of a speedtrap that is dependent on layouts. I would like to set up a speed trap between two "Pole white' objects, so when the a car goes through that zone, the program returns the current, only the current velocity of the car in Km/h. I hope there is a solution for that problem of mine. Thanks for your answers in advance.
To be honest, whenever people come with the subscription model, I get a seizure in my stomach. Now that you mentioned paying for content is fine, even more. The sub price is nothing compared to what you spend on the content and is reasonable, thinking they are maintenacing a system with tons of servers for hundreds of races everyday.
I'm not the best example of praising iRacing from the day it came live, hence the 2 years break I took from it, it's just not the right time to bash the simulator, cause it's currently at it's best.
Except for the fact that Multiplayer was postponed twice, although not officially announced and the release date for 1.0 is far off now, but yes they are 100% accurate. I don't mind waiting until next year for a scanned Nords though, I believe that Kunos' dates are not early 2009 as such.
Having not played a game that has updates on a 3 monthly basis and basing an opinion on an experience from years ago deserves nothing more than ranting against your post, especially now that the latest patch took the whole simulator to a whole new level at least Tyre Physics wise, yet you are still stuck at the iceRacing trend, which now isn't really true. I came back to LFS for a few laps and I swear iR felt grippier than this.
Will you stop basing opinins on games that you tried years ago the last time? I would be grateful if you only stated "facts" about stuff you tried recently.
So excited for it, I really need to get hyped up a bit more though. Somehow the iRacing build worked me up more than this. We'll see next week, I signed up for the event.
Phillip Island (Australian though), Watkins Glen, Mosport, from the top of my head have those freaky sweepers with at least 9 ideal lines and twice as many possible braking points. I'm talking about increasing angle long turns from which you can't just accelerate out, because it starts increasing angle at which point a "European" track's turn would already finish. Story short: you need left foot braking in almost every single turn in the GT cars because of that. That's not the case in EU style tracks, they are just simple hard brake in, accelerate out, which suits my style. I didn't say it's crap, I said it doesn't fancy my taste of track engineering. I'm too European for this
EDIT, more subjectivity:
I spent 30 laps or so on it with the Z4 and I started liking it aswell, still those creepy sweepers are not my style and most of these turns require left foot braking or you understeer to oblivion. I'd stay at "drivable" rating for this moment, chilling myself that I didn't waste $15. I will probably use it much for this season at least though.