'Live Track' is the name of the advertised technology in GTR2. It should be mod independant, but I don't know for sure. AI are supposed to adopt to that.
It's my understanding that GTR2 already supports marmbles and variable track grip (online only), along with dynamic weather (it needs an external app to activate this). I hear GTR Evolution (a Race07 mod, expected real soon now) will also feature those things. Do we have a clue whether i-racing supports them too?
I have absolutely no problem with critisism! However you... blued out two uneven parts of my post. The correct ones are: "once they drive it (the XRR)" and "even if they drive it (Westhill) hundreds of times"
Edit: Good post Becky (although I do like hotlapping )
Guys, the opinions I expressed above are just my opinions, are what turn me on, what I'd like to see in the future in LFS, what I consider important in its evolution. I don't demand, I don't shout, I don't want people to like most what I like most.
I'm over 40 years old and I'm hobbying racing sims since GP2. If LFS was the only sim around, all I would know by now would be Blackwoods, Astons and Fernbays, which automatically takes away a great part of realism. Due to the existance of a lot other sims I can connect myself to the rest of the racing world (rl or simulated) with words like "Nordschleife", "Kyalami", "Spa", "Laguna Seca", "Goodwood", etc. I hear or read about Eau Rouge and unconciously I'm thinking "I've driven it, I know what this guy talks about". This is what I call immersion
The name XR GTR says nothing to people, yes, but once they drive it, it says a lot, and properly set it can be easily connected to the behaviour of a lot of rl GTR cars, while Westhill says absolutely nothing to anyone outside this community, even if they drive the track hundreds of times... it feels (and is) completely isolated to the rest of the world.
Sure, I can find real tracks in other sims but it was my understanding that this topic was about the progress pace of LFS, along with what we'd like to see the devs giving priority to.
PS. I have already mentioned dynamic grip change on the track surface, in my previous post
For me real tracks are of equal importance with physcis, ffb and online racing in a simulator.
Real tracks not only give a huge boost to the immesrion part of the sim, but most importantly they are the absolute common ground amongst anyone and everyone involved in ANY KIND of racing (real life or simulated).
Saying "I lapped under 2 mins in Monza with the XR GTR" makes much more sense to so much more people than saying "I lapped under 1.08 in Blackwood with the XR GTR". And there's no need to have zillions of rl tracks. 2, 3 wisely chosen tracks, with configurations, can provide so much immersive thrill for a long time (both offline and online). And track development is physics independant, meaning each one of them is moslty one time project (once it's done, no need to change it with every patch).
Cars on the other hand don't bother me being fictional, as long as they come in a variety of types and with setup options, since most of the attempeted simulated real cars don't really live up the expectations (in other words, variety of car types along with setups options and good physics, can yield in simulating any real life car's behaviour). Which reminds me to suggest Scawen to allow the user/server admin to optionally lock/hide car setup options, in an effort to preserve some basic characteristics of a car (i.e. expanding the Baby UFR idea and making it generally available ingame).
That being said, I am also bored with LFS but not to the point to completely abandon it. However, I feel the devs owe me nothing, since they have over-deleivered all these years compared to the money I paid and the fun I was (and I occasionally am) having!
Real life tracks (even just one, well known) and a proper damage-model (external and internal parts) are the highest 2 things in my wish list. Dynamic tarmac grip, day/night transition and dynamic weather (in that order) are the rest of the most important things missing from LFS, imho.
Am I willing to wait? Yes
Am I willing to pay? Yes
PS. Am I willing to pay $20 for demoing iR 1 month? No
I couldn't help noticing that you all guys are demo users. From patch Z all users (incuding demo users) must have an account on lfsworld.net in order to race online, so that may be your problem. Have you opened an account on lfsworld?
The ffb is weakening when you loose grip under heavy understeering, as it should. But the default ISI values exaggerate very much on this effect! Fortunately, you can change it in the controller.ini file.
rfactor's tyre model is known to be inferior to that of lfs, but it is not that bad as it may seem at first. As Niels already said and depending on the mod, it takes a little bit of time to get used to it. Once you do, you can have some real fun! For a start, try to turn-in earlier than you are used to by lfs
I asked earlier but apparently it got lost amongst all this fuss about LFS's progress. Were Delete and Rename options on replays' screen causing any problems so they had to be removed in patch Z?
Niels, please give me some credit here! I never said he is a god! All I said was he's the only rl driver I know who has proven in the long term he knows what he is doing in both rfactor and real life pcc and he was involved in the development of PCC FRance mod, which I also happen to enjoy driving (regardless its flaws).
Anyway, the dicussion got a bit twisted from suggested rf mods to sean edwards ability or not to judge a mod's handling... which is off topic I think.
No more Sean Edwards from me here