I agree with you on this, though are a couple 'but's.
1) The ABS has been marketed with that stated aim, but then it has evolved over the last 30 years, I wouldn't be too surprised if current systems, especially on faster cars, were able to do better than the mythological skilled driver.
2) If the ABS fitted on most shopping carts were indeed able to break better than the skilled driver, are we sure the manufacturers would say this clearly?
For the sake of safety, I think they could decide to keep it to themselves as well.
IIRC the smallest Honda engine which is able to manage 100 bhp/l, was a 1.6 with VTEC on both sides.
The LX4 weighs about 460 kg (vs 430 of the Megabusa in racing trim), I wonder whether a Hayabusa engine can cope with that mass without modifications (a bike is actually half of that) - it'd be hardly surprising -if in a car- peak power is exchanged for a bit more low-end torque.
Looking at the side view of the XR*, the door is slanted towards the rear instead of mostly straight, and lacks the covers of the Supra. Also the front, popup headlights are angled instead of straight.
There's a beta testing team already and apparently it wasn't enough this time.
To a certain extent I think it's inevitable the discussion tends to generate spinoffs... even if some are plain silly, like the one where every kid and his cat stole their grannies' cars to check if ABS worked in reverse
Personally I find much more irritating when the same bug is reported over and over again (LX4 wheel and disappearing rims anyone?), because it means they've never cared about the thread in the first place and just rush in as if if there was some prize or something for having reported the bug first (yeah you can bet on it)
Ok, ok, no more posts from me unless I find another bug
I rather think it could be made of butter as well.
IRL you can keep any road car still against a light descent just by playing with the clutch and throttle, often new licensed drivers lack the sensibility to keep the car barely over the idle and rev the engine close to 2000 rpm.
This has absolutely no short term consequences - but try it in LFS and tell me how much it takes before the clutch gets hot.
Well the clutch feels very different from reality, it's very easy to jump in a car you've never driven before and get it in motion without using the throttle but in LFS quite a bit of effort is needed even with the throttle.
I don't think it's only a feedback problem, the transition around the bite point is quite sharp, and maybe the torque curves are part of the problem too.
I refuse to mess with DXTweak, IMO it's a problem with LFS- I didn't notice any difference in Z9 vs Z anyway
Must have been one of those old 2-way converters - there's no way you can make a proper (3-way) cat work without a negative-feedback engine control system, which more or less mandates the use of solid state electronic ignition.
Well to spot flaws you need not only decent equipment (but nothing fancy, really), but paying close attention and drawing comparisons.
If you search a bit on the web you can find useful resources to learn what to pay attention to. If you use an ABX tool like the foobar2k plugin, you will then be able to check whether you really can't tell the difference or not.
I had a friend who couldn't tell simple flaws like clipping and distortion because most things he used to listen to were clipped and distorted - but he immediately became aware of them as soon as I made him take notice.
CBR is not really a good thing in mp3s because you are bound to produce evident artifacts on the hard-to-compress passages, and besides, CBR128 encondings usually have severely impaired dynamics (=the sound is dull, lacking the brilliance and liveliness of the original source).
CBR192 is a bit better, but an APS VBR encoding is not so different sizewise and is a definite improvement.
A considerable part of the unrealism found in sets is due to shortcomings in LFS itself. Those should be solved by introducing new code (e.g. checks on the ride height) and fixing in the physics model (easier said than done, one would say)
I'm still thinking some of the options now available should be removed but if server-side limitations can make everyone happy, preserving freedom of choice for those who like tampering and spec-racing for those occasions where it would be, I'm all for it.
It is also worth noting that most manufacturers explicitly forbid pushstarting cars with catalytic converters. That's supposedly because if unburnt gas reaches the cat, the surface may be poisoned.
I just wanted to say "thanks" for VHPA and ask if you're planning to have text boxes besides the sliders, so the user can dial in the desired value directly without having to struggle between the mouse cursor and the arrow keys.
Yesterday I jumpstarted the XRG on [hard track] and AS1 just fine, 1st needs a slightly higher speed (~20 km/h), 2nd gets away with less.
The only problem is that for some reason the key only stays in position II when you stall the engine (red light on). If you turn it off yourself, it's like turning the key back to I or 0.
IMO since we are pressing a button to start the engine (equivalent to key position III in most road cars), it should always stay in II
More likely the XFD, powered by a 1.4 N/A indirect injection boxer diesel rated for 50 bhp, and stripped down interiors - it'll shatter the current world record for fuel consumption in a sim, at the same time making the UF1 feel like a lightning in comparison