First public version with the overhaul is updated, there's still a lot of things to re-do such as LOD2, skin mappings, skins, interior and sounds so i don't recommend doing skins for the car just yet. There is now a base endurance setup that is really easy on tyres which will be improved along the way(and improved faster depending on feedback/help).
I'll pop in an update every now and then to finish up things mentioned above and what i would really like to hear feedback about is the overall driveability of the car, or more specifically these 3 things:
- car physics and aerodynamics, can the car be considered a realistic depiction of what it's inspired by
- car accessibility and driveability, is it easy to hop in for a few laps and can you/do you want to drive it for longer than just a few laps
- default base_endu setup, is it good to drive, does it have pace, etc.
Any help is appreciated and i hope you enjoy the new version of FXV8
the scale difference is rather huge for it to be an easy cut&paste job but i'll keep that in mind for the future
It's temporarily taken out of public status but i'll return it there in approximately a week or so.
Haven't mentioned any of the reasons but i do hope the pictures will show what's been going on better than words can.
Some things worthy of noting in the new upcoming version:
- the scale is now about the same compared to the mid-2010s V8SC
- visual aspect is based on these now as well since the engine is also based on a 2014 season car
- i did a dumb error on the engine before and it had the real life car's RPM limit as the peak RPM, fixed now
- frame, suspension and aerodynamics are rebuilt and refined, the car now doesnt get on 3 wheels under braking as often as it used to before, it can corner slightly better but it is still easy to oversteer out of turn exits (imo, like it should be)
- default setup is starting to get fast and worthy to use in races
don't worry about it, i forgot i made it from the XRR steering wheel but it would be kind to ask if it could be used, it's not the best quality wheel so i wouldn't really think much of giving permission to use it
it's just that the textures on it are made from scratch by me so theres some bit of work i put in it
i had a closer look into this in singleplayer and with AI.
if i add AI in the lobby screen each car is normal, this behaviour is also the same on race restart and if i add AI into the grid during the light countdown. but if i add one AI, let it start by itself and run the 12 second limit before you can join track, the colours on the light covers become mismatched.
how can you throw it around if yuou dont have a hitbox
theres even an autogeneration for the hitbox for the lazy ones, and this got through
(edit: this mod had several updates so i blame mod uploader instead of reviewer my apologies carry on)
How can you not believe this, after all he's a former street racer so he must know a thing or two
On a more serious note the first post makes no sense, of course people are capable of making world records and driving on the optimal lines, and they will be always capable of doing that even if physics are different, that is usually a result of hours/days/weeks of practise to get a single good lap in. You only see the best lap in hotlaps, that doesn't mean it's the only lap in a track/car that the person has done.
You can adjust your clutch pedal in real life to have bite earlier or later depending on your preferences. Many racers use handbrake to get extra rotation into tight turns, especially in rallying but it works in circuit racing too. Most famous example i can think of is late 90s F1, when McLaren fitted their cars with an extra brake pedal that worked on one of the tyres on rear axle.
The only thing i can agree on is that the tyres at the moment do not cool down as fast as they should in my opinion, but i have no data to compare it to. Road tyres are pretty much perfect in LFS. Im not sure about how much the sidewall/tyre carcass should flex under forces, road tyres seem ok here but slick tyres have a bit too much flex in my opinion. hybrids/knobbly could have less grip, too.
I learnt valuable stuff regarding driving in LFS, but only after i got my real license and drove tens of thousands of kilometers in real life (some kilometers went by faster, some at road speeds) i became somewhat faster in LFS too. You can use driving principles learnt in LFS in real life, and vice versa. As long as you understand how to take in the information from force feedback and how different it is from driving a real car.
A year ago i converted a layout because i wanted to have the track on asphalt rather than up in the sky on concrete patches. I ended up never releasing it as ive been thinking to put all my layouts in one thread at some point.
I had to double check to make sure if it's the layout i was thinking about, but only the style is very similar and i hope u dont mind me posting it here. Guess it's my fault i made the conversion 1,5 years ago and never posted it anywhere apart from to use once or twice in FM events.
The original was made by VTR (i left credits on top of the pit lane tower), i merely renamed it, brought the objects to the ground, remade a lot of white lines and added some speedbumps here and there to discourage cutting.