Just under 3 hours before the Bismark "flying academy" starts! Buckle in! Tutorial on flight below !
The Bismark requires a long distance set up to traverse the far end airports. To steer using front rudder, input direction is reversed. Hence, to bank the plane to the left, you have to steer right, and vice versa. Steering is sluggish and slow, so when you make an input, wait for the plane to respond.
When the plane leaves neutral level flight and starts to lose speed, it will propogate in the roller coaster manner. When that point is achieved, you are able to use differential throttle and brake to maintain pitch of the plane. Brakes will lower the nose, while throttle will raise the plane slowly (it will dive down first).
LFS Scavier Airport Day 2 will (hopefully) be open later when I'm back from work at 1615 UTC! Now with ability to make round trip from one end of the map to the other, and back , with the Bismark plane!
Make (or steal) the World Record set up and fly long distance, or try airport hopping along the way.
Stay tuned for "LFS Scavier Airport" server later today!
Damn. I would love to see this implemented... For us layoutters, and even more so ones like me and Michal who devote time to creating scaled and close replicas of real tracks, using 40 objects just to create a grandstand or a building object is way too much. The object limit either needs to go up, or there needs to be these "standalone" and "basic" object items like trees, tent, spectator stands or buildings, so we don't waste parts aimlessly.
Even creating Long Beach was a stretch at 2400 objects, I barely made the grid and pit start points work.
And also, side note, the current 0.25 step increment in height, rotation and length is also too limiting. Even kiddo game like Roblox has the ability of infinite X-Y-Z editor movement for individual objects, so I don't see why LFS can't do the same in the future. At least I hope it can, if not, LFS Editor is missing a huge ball here.
Servers are OK right now, thankfully! Pings are stable as before (from MRc fbm server at least)
Also, apparently some one or some thing took initiative to counter DoS voldemort server .. not sure if that'll result in anything but just thought you should be aware of that
The following is very accurate depiction of cyberwar summary
Currently still down, 2nd day running Master's back up. Just asking though, during the attacks, are you able to get access to your server console terminal (to the i3D master server) for a force IP swap? Or totally unable/unadvisable?
A layout job is best done with a cup of coffee and some spare time. My buddy Niko made this one a while back, and it's been spruced up to be able to handle more serious racing. Take your modded cars around this undulating circuit with fast, flowing turns and tight infield sections.
footnote* Front number moved to lower position at nosecone for better visibility
Tcam facing number added to back of wheel arches
Side number enlarged on rear arches
To add on to list of problems:
Too much aero wash/dirty air, needs to be toned down to suit the era spec of downforce levels. Feels worse than BF1 when the car itself is much simpler than it.
All this means car is a) undrivable in close proximity, b) inconsistent, c) too rear limited on grip purely on weight-derivative issue
Great start, good engine sound and great rims and body. Looks like the earlier Ford Falcon gen 1 (we now have 2 Holdens, a Skyline and a Ford V8sc squad on the mod forum )
Things to improve on is the speed. This is way too fast, but I cannot figure out if it's the body weight and mass, or the engine that's overpowered. This ran around my scaled Gold Coast track in 1:09 while all the other V8/ATCC cars ran 1:12s/1:13s. It just goes up the gears and accelerates like no tomorrow, which his unrealistic.
Brakes are also too strong from baseline, at least for this car. V8SC have bad brakes, and at 1800 they feel strong already. Might need to change that.
Handling wise is generally ok, perhaps a tad numb on corner entry. Main issue is that ot does suffer from rear squat and tripod disease on acceleration, which makes the inside wheel spin funny. niko's car on the other hand tripods on braking and corner turn in. So yep, you'll need to get around that too.
Overall excellent mod. Not sure why the rating is lower then I expected, perhaps because the brakes are weaker then most are accustomed to (but realistic). If I were to nitpick, the engine sounds a tad dull and there is perhaps a bit too much "rear steer" on loaded mid corner entry. Car feels like its going to loop. Had to put +0.3 to +0.4 rear toe in to compensate. Initial turn in is also perhaps a bit too grippy... but all tthese might just be down to tires.
Car's sounding awesome and the mesh poly bodykit is amazing to stare at
Front end washes out too easily. Needs tiny more low speed mechanical grip that tapers off relative to increasing speed. Otherwise it's fine, good mod!
Awesome looking car, nice neutral/unloaded handling and intuitive steering. That's the good side, but I'm only around the mod forums to give critical feedback so here it is :
CAr and/or downforce value balance is messed up (just like majority of mods available).
Wing application should be adjusted so that car can be set up just like any other winged vehicle, without first understanding that the Front wing value is exponentially higher than the rear wing. At WE2 the wings are 8-20 which is pretty silly once you look at the set up.
(Edit : realised need tl;dr version - wing value should be consistent with default LFS value setting. i.e if 8-20 right now is what's right for the track, then the setup parameters should be adjusted so that it reflects something less drastic, like 11-15 or such.)
Brakes lock up far too easily, trail braking is near impossible. Front should come unweighted more gradually, as the car doesn't modulate brakes while braking straight let alone on cadence.
Peak revs/vmax/redline is inconsistent with the speedo. Might need to address that. And the engine clips on high revs, but overall sounds brilliant.
26/12/2021
Rear end feels disconnected to front - either front has too much grip or the rear is too light. Car has low mechanical grip and feels just like LX6 but with 50% higher downforce on initial turn in - then everything just falls off.