MMm you claim the mass makes no difference its the inertia that counts, yet momment of inertia is derived from mass(along with some other stuff). so reducing the mass should reduce moment of inertia.
this dosent necessarily mean that the lightest will be better as you could move and shift mass around the flywheel the inertia
thats what i was thinking. i can't imagine some one developing a game like that and changing it significantly. i searched for evidence but all i got was hear say.
honeslly i stand by sony on their decision. I hate the concept of having to pay for something so simple as a "computer controled motor". its not like the pantent was some big revolutionary concept.
for those who don't know there is a company, imersion that owns patents for force feed back. so if you have any hardware that has force feed back you have to pay them royalties.
orginally the patents were in the hands of another company but imersion bought that company. the day after the patents where placed in their name they filed class actions suits against microsoft and sony. M$ settled but sony deicded to fight and lost. they had to pay 90 million dollars to imersion for royalties for ps2. soon after sony annouced that that ps3's controller would not feature under the pretence that it would not work with their tilt feature. imersion then responded by plublishing a survey to gamers about how they would feel if rumble was removed from gaming.
imersion is just money sapping pigs if u ask me. am not even sure they even create any force feed back devices worth looking at. Why should a company like logitec who creates there own devices, have to turn around and pay imersion for something as simple as force feed back.
it dosent have force feed back in the traditional rumble in the main controller. for legal reasons as mentioned. But FF wheels seem to work i hurd that games like carbon have force feed back
by PC standards thats a low resolution, I can play half life 1 at 1920X1080 dosent mean it gonna look better than 800X600. that game seems to have more going on graphically so i can imagine there somewhere at the limits of their fillrate budget
what exactly do u consider low Res.
its dark because its at dawn where there isnt alot of ambient light. i don't personally see any problems with AA. am sure i could find jagies if i hunted for them.
speaking of light,The Volumentric Lighting is cool http://smallvillestories.free.fr/images/Afrika/f12.gif
You cant expect these games to raise the bar interms of simmulation if they did they simply would not sell anything. Still looks to be fun with all the aids turned off though.
Lol i have to ask what cars do you like? what would be your dream car. every time i see you comment on a car you Seem to hate it. I can't imagine you holding your MX-5 over some of these cars ive seen you disagree with.
Well isnt that basically surround sound, being able to hear where the engine is?
Understand where your coming from though i hate going into a corner and hearing someone and not knowing where they are.
I don't know too much about tires, but i would imagine that they all don't act the same. So to say that the tires should cool down faster because that is more akin to reality seems far fetched so to speak. What you should really ask for is the ability to fiddle with tire parameters
Compound hardness
sidewall stiffness
thread patterns
basically all relevant stuff that effect tire heat and life and grip.
i Imagine LFS tire algorithms arent so simple to the point where he can change a value (IE*TireCoolDownTime*) and get the resulting effect.
LFS tires act correct they heat up and cool down when they should. How great are those effects should be based on tire properties. maybe a better request would be; to be able to change realistic properties to get a desired effect.
for me the 3d sound should be priotiy though, i don't know why a game like gtr dosent have it but gtr dosent set any standards. i have dosne some 3d sound demos before using open al and directx audio and they arent insanely hard to do. although a game like LFS am sure it isnt going to be a walk in the park.
for those who are clueless on this its basically all u have to do is have a listener and some sources both have (x,y,z) cordinates, feeding those parameters into an api which then sends it off to the soundcard to do all the comlicated reverberations and multichannel stuff. he dosent have to rewrite anything just write some a little more (that is prob an understament though)
still there only one programmer. and that buts a damper on situation there gonna be comprimises here and there