You think? It happened to me at least once that I was racing with R3s and then toawrds the end of the race I had to pit and changed to R2s. The R2s (I believe I was driving the XRR) were already green at like 5 degrees below optimal temp when I left the pits.....
Then how do you call that?
That car has a V8 (most likely with injection) and certainly doesn't have any turbo. Oh and it does that flame thingy like every time it downshifts.
Yeah need that. It's like on Westhill....2nd split, brake, hard left, hard right....time disappeared....but,uh...when in the world do you want me to check my distance from others if I'm busy driving the slow section of the track??
Wasn't dynamic lighting possible in Dx7? I seem to remember NFS4 (High stakes) giving you the option to drive at night with objects actually emitting light and the cars having working headlights/taillights. Dx8 didn't exist at all back then so I'm quite sure it was possible in Dx7 already.
Ok I believe there is some misunderstanding in here (again). LFS simulates the front wheel forces and send them to the FFB wheel. However, a FFB wheel being a FFB wheel, it does in theory still have a return-to-center tension and a FFB level. LFS uses those for the user to feel the forces.
What LFS doesn't use is (as shown on the picture), the "sample forces" or such things, which are pre-defined (canned) effects that will always do the same thing in case of a given event (i.e. fishtail or X surface will always give the same exact effect). You just don't have the choice to use the FFB and the tension tho since a FFB wheel is what it is.
Now what I understand of the original suggestion from BLooDMaN is the following:
Could we have 2 sliders ingame to adjust the FFB?
- 1 for the force feedback level
- 1 for the return-to-center tension
Maybe something like this (knowing what LFS actually simulates)
Spring strenght 0------100%
Others 0--------100%
That way we could adjust the strenght of the spring independantly and have the wheel not hard to turn while still keeping the curbs and other forces FFB strong.
What I'd really like is an actual "team skin" feature.
Basically it could be a skin 1024x1024 (512x512 download from LFSW) on which you have a banner for your garage (which would be assigned per team (whereas "team" must be registered on LFSW for the thing to work)) and a suit, which would be used for both the driver incar and the pitcrew guys that would work on the car during pitstops and stand in the garage/on the pitwall the rest of the time.
Scawenwise, for S2 final I'm hoping for sound improvements, tire physics improvements, differential improvements, engine heat, an oil pressure gauge, some aero improvements and a track camera editor mode.
Ericwise, for S2 final I'm hoping for new GTR interiors, individual gauges design per car, digital gauges in the racecars (mainly targeted at the FO8), bolts for wheels, textured sidewalls, a pitcrew working around cars in the pits, people in the grandstands and maybe an additional (surprise) car.
The GT3 Cup can't be tuned. It's sold as is and used as is in series like the Supercup.
As for the GT series, I tend to believe that teams like Alex Job Racing tune the cars themselves rather than sending them to 3rd party tuners....... http://www.alexjobracing.com/
That's a bit O/T in the discussion tho. So to get back to the point: I do believe the figures of the FZR are unrealistic. Since we cannot tune the engines in LFS, it would just sound logical to me that the "stock" specs of racing engines would be used.In fact it's not really the max torque output that bothers me but the RPM at which it is available from a NA engine. It would look more realistic and then since the 2 other GTR cars currently present are turbos it wouldn't be that hard to match them rather than match the turbos to an unrealistic NA.
The engine of the 911 GT3 RSR is a race engine, not the stock engine in other 911s. It is based off of the engine from the 911 GT1 from 1998 I believe. Basically the 911 GT3 for road use exists for homologation purposes (as in sports car series (lower than prototypes) you can't race a car that doesn't exist for sale on the road). It's not the same engine as the 911 Carrera.
So basically the GT3 IS a race prepared car and can be directly compared to the FZ50 GTR in terms of power.
About real tracks:
Wouldn't it be possible to make real tracks that aren't? I mean like Melbourne, Montreal or Monaco and not actually call them as such? Or do they license the streets too? Cause in Montreal, the circuit Gilles-Villeneuve is officially a street......
Now speaking of cars, since I believe LFS has something for lightweight vehicles: http://www.go-t-rex.com/
Ya I know. And IMO there shouldn't be that "center block" thing. Oh and while we're at it, ingame, the brake discs don't rotate whereas realistically they should (as in a real car). It would allow to use something better ingame than the original texture, just like I do for them renders too.
Mine are not Ian's cars. I like neither his materials nor his normals so I'm doing everything myself (which includes the skins on the cars in the renders I post and the textures on my models I post). Oh and I can model too btw. Here's proof (that's a WIP I do)
Here I've tried to make some bolts. I've changed the shape of the inside of the wheels too. It's the same polys, just moved about a bit.
Basically it's to show (targeted mainly at mr. Eric Bailey) that the poly structure is good but just needs some tweaking and a bolt model (which I wouldn't mind to hand to the devs of course).
Ok I'll get my input on that topîc:
- kb: It's soooo impossible to drive I don't even want to know how anyone can be fast with that shit. Surely those who are got absolutely no life at all.....
- now mouse: Don't get me started on that one. IF you CANNOT beat a mouse driver, he would be good with wheel too. IF YOU CAN'T be any faster at all than him, PRACTICE DAMMIT. IT IS YOUR FAULT. My brother (Boosterfire) drives with mouse because he's not got the money to buy himself a damn wheel. He's nearly as fast as me, but in theory, with a wheel (or an equal controller in other games) he tends to be slightly FASTER than me. He's got a much more smooth driving style.
Now I assume that's probably what makes all other fast mouse drivers fast. Maybe I'm wrong, but surely practice makes everyone better, even driving with an unrealistic controller as mouse.
Tristan, Auto-clutch does have a biting point. What we have in LFS ATM is closer to a sequential transmission than a "sportshift" auto tranny. Basically that means there's a real proper physical clutch that is computer operated and as all proper physical clutches, it has a biting point.
Easily fixed with smoothing groups Grudd.
In the modify menu on element level (the little cube), scroll down and just assign the faces that have the problem to another smoothing group. In this case it's probably the door line. So select it (it's one element) and then change the smoothing group and it should fix it.
Nothing is perfect.
See? As soon as there's a good mod team that's gonna release something for rF, that mod has chances of becoming the most interesting package (considering they release both new tracks and cars as the original content is really bland in rF).
On the other hand, LFS isn't far from getting things right, but the problem is that it lacks in detail almost everywhere. LFS needs more sounds for example. It would also be nice to have textured tires sidewalls and BOLTED wheels (which apparently are super-glued or stuck with magnets ATM). It might also be nice to get some people in the grandstands, assigned pitboxes and garages per racer, pitcrews, sounds, and maybe some physics fixes.
I'm not gonna change to rF for the moment, but LFS better take some leaps in areas that help the feeling of real things soon.
We're already there with our leagues and teams and skins and events. Now just need a more immersive feel