- The Russki mod physics obviously are/were terrible because it was literally a C6R with a different model.
- This new mod is better. Overall it drives well, but has issues. Suspension rates don't go low enough to allow for much movement (in RL they bounce and pitch quite a bit depending on the track). The way the aero is implemented is strange to me. Power/drag balance is also strange. Can't say much about the tyres, there are three compounds whereas afaik RL there's only soft and hard which means they might be stock KS tyres.
- Biased opinion: my physics are the best of the 3 ;-P
Tbh, the only way you'll know for sure is if you try for yourself.
Edit: now that I take a closer look, it seems that the older Russian ripoff that uses(d?) the URD 'vette physics is not from Forza whereas this mod's cars do appear to be fairly similar to the Forza models.
- 190E has awful interior sounds, but is a fun car.
- 155 required significant setup changes for it be fun, but that it is.
- GTA is a rather dramatic car to watch from external cameras, the suspension appears to be made entirely out of marshmallows.
- 4C's alright.
- M235i is probably the easiest racing car to drive, in the history of ever. It's a car that immediately made me think "I could easily do 24h in this."
- GT-R is a great GT3.
- Didn't like the 'Vette at all.
- P1, F1 and C9 are all seriously quick, but not my type of cars.
Solo hotlapping I get a consistent 62.5 FPS (limited), but online I was hurting at times even when there weren't other cars visible .
I've had Superview for a few years now as well. The 2015 season pass is now available for non-Oz/Kiwis at roughly AUD40/28€/$31/£20. Next stream starts in about 11h. Usually VoDs are available a few hours after the live stream ends, but sometimes they have issues and it can take nearly a day or so.
The live axle and AWD affect 1.1 beta only, not the current 1.0.5. I'm sure it doesn't need to be mentioned again, but anyways.
I got the info by trial and error. First I tried replacing "DWB" with "LA", "LIVE" and "LIVEAXLE" in suspensions.ini, but those didn't work. Then I tried "AXLE", and found an error in the log referring to a missing [AXLE] section. I added the section, then I found errors referring to missing J#_CAR and J#_AXLE values. At that point I added the values in my previous post and my car loaded. It (the car) is still completely broken though, upon loading the rear wheels/axle goes completely haywire
I haven't tried anything to do with AWD, but I suspect that the first step would be to change TYPE=FWD/RWD to AWD in drivetrain.ini and then see what errors it throws up in the logs, and try to construct valid sections and values.
Unless there's documentation in the SDK or something, which would make things much simpler.
I've never even looked at the suspension editor . The system allows you to specify the number of linkages to the axle, and the position of the links (see below, values made up). How it'll work if the links are at different heights at the axle end remains to be seen. The hub location appears to be determined by the length of the wheelbase and the location of the CG. 2.822 wheelbase and 0.5 CG = hub is at -1.411. Change the CG, hub moves.
e2: No matter what values I plug into J0/1, the suspension editor shows the same thing whereas the changes are apparent in-game. Seems to not support live axling.
So I tried this 1.1 beta. It felt that load times have reduced significantly across the board. Had a quick go @ Magione with E92 S1, and I can almost swear that both tyre compounds are more progressive, also across the board. It was easier to hold a slide, the front tyres didn't regain grip as aggressively and it was easier to avoid getting into a tankslapper. Could be placebo, but who knows.
e: And discovered that the live axle type name suspensions.ini is AXLE.
First the mod cars would have to work A quick fix might be to remove the data section from the aero.ini file as described in the patch notes. If the data folder isn't encrypted.
I bet it handles like a boat I jest, of course. Looks interesting, and the in-depth simulation is very appealing. It's unlikely that I'll get my hands on a VR set any time soon so I'm hoping that it doesn't blow over.
More likely you are simply late to the party, most populated racing servers have come and gone. LFS is old hat and people are moving to greener pastures.
Setting pre-rendered frames to 2 or 3 can help with stuttering without causing input lag, imo. I don't get any non-FPS related stutters, in fact some KS tracks such as Monza are heavier than LuccaRing in places. i5-3210m, 630m with 2 GB dedicated. I have all graphics down to off/minimum @ 720p to get 60 FPS, that's how bad the GPU is.
It's a million times more optimised than anything by AC/SIMTRAXX, GP200 by the "famous" madcowie and a fair bunch of other tracks, and most of the time I get 60 FPS in multiplayer with my ancient laptop. If someone requires further optimisation of this track, just, :|
Things I noticed:
- handles like shit with DI 0.72. Just, no.
- increasing the width value to just 0.01 beyond the actual width of the car caused it to want to rotate constantly, but 0.01 less feels great.
- values significantly lower than the physical dimensions of the car cause the car to drive as if it was on rails and handle bumps far too well.