Anybody know where to get the torque curves for each engine in LFS?
I know a gear-ratio-calculator was once working (dead now I understand), which means that the person who wrote it must have had access to the torque curve, as far as I can figure out...
Aha. Hadn't realised you weren't totally against it - sorry.
On that point I'd be in agreement - no hotlaps should be uploaded with ghost mod on. Just like the current hotlap mode doesn't allow the racing line to be turned on.
[Edit: reviewed your mention of training - I *had* noticed it, but at the time thought you had literally meant the "training" mode; e.g. acceleration training, slalom, etc, which isn't really useful for a ghost car. If you mean training by racing in single-player, which is actually useful, then we're on the same page :-)]
Hmm, a few years ago drivers didn't have any electronics. So no split times in the dashboard, no lap times. Some had radios for the team to tell them stuff, some didn't. Are split times OK?
If a rich racing formula like F1 came up with head-up displays with ghost cars for training drivers (I doubt it would be allowed during a race! ), would you suddenly change your mind? Would you allow it only in an F1 car, but not in a saloon car?
Or do you think Shift+P should be banned too, along with Shift+S, because they are just unrealistic? Probably Shift+R would go too. In fact, the whole hotlapping mode is just unrealistic, as you don't have to do a whole out lap.
But now a serious question: if somebody used a ghost car mod, and trained themselves against the WR time (if that's possible with the ghost mod), and then went up against you -- without it -- would you feel the race was unfair? And if so, how does that differ from them driving as close as poss behind a really good driver in an online session, and picking up a better line that way?
[PS: I believe most F1 teams do some driver training in sims... I wonder if they have ghost cars in them?]
Wow, I've never found that with ghost cars myself - yes, they help you spot the problems and improve, but it doesn't just magically wear off again when you remove the ghost car. It's not that easy to copy a ghost car... And LFS already has replays.
As for whether anyone wants it, quite a few people seem to be pleading for it on kegetys' (spl?) own website. I'm guessing that not so many people have the programming skill (+time :-) to reimplement it either; wild guess = less than one in a hundred LFSers... And I doubt I do either to be honest, though I might have a go if I buy a licence (which will happen if I can convince myself I won't spend 8 hours a day playing!).
Yeah, well displaying the racing line seems a bit artificial too but it's a damn good training aid. Let them scream it's arcadey and homo if they want Nobody says they should use it
Did a bit more investigation, and turns out the Ghost mod author has said he "might" one day get around to fixing it. People suggested he released the code for others to use but I guess he doesn't want to do that.
Maybe it's not a huge job to reimplement it?
Might be a good idea to ask more about this on the mod forum I suspect...
I've got a few hours of racing under my belt, but my version of LFS must be bust cos I can't get my FBM BL1 time below 1:17 :-/
I guess I'm missing the turbo setting or something!
Anyway, I've cleverly figured out how to see replays of how it's reallly done, and then thought "hey, a ghost car overlay would be cool".
One search (here) later, and I learn it's already been done, but died when a version update broke it.
This seems to have happened some time ago, so maybe there's no demand for a new/fixed ghost mod?
Do the regulars & experts not feel the need for a ghost car?