This is a little bug I came across. There is a small concrete section next to the road on one of the AS5 (along with more tracks) on which you sink into the road/hovers above it. I'm guessing it wouldn't be very hard just aligning the bounding box with the rendered ground. I knew it was there since a time back and now when I was making a layout I realized how deep you actually sink and how high you actually hover.
Position
Glitches
It doesn't really affect the driving on this layout rather than looking / feeling weird.
LFS got awesome graphics, I don't get how people can't see it. I for one perfer the current graphics over a big blur of nonsense. Also I don't want a bunch of people seeking "eye candy" all over in the game. People should understand that LFS doesn't need to attract any other audience then the audience who perfers realistic handling physics.
Mmh, I was talking about the gauges visible in the 3d dashboard of the car rather then the HUD style ones. But of course backdrops for those should be added in too.
On a not entirely unrelated topic, another thing that might bother me once the engine temp is working. I would like the engine temprature gauge to be in the dashboard rather then sitting in the fan hole. Maybe moving the boost gauge to the a-pillar? Maybe add vacuum to the boost guage? I'm drifting off abit now. An image to show what I mean.
This is just a small improvement suggestion that I came up with a year ago or something and that I just remembered now. See, the thing is that I would like a white backdrop for my gauges with black text. Like in for instance an S15. The idea is to add a new color slider, just like for the rest of the interface and for all the other things on the gauges but for the background so you can put a white background with black digits in your gauges. I belive this would take a couple of minutes to do, correct me if I'm wrong :P
LFS is supposed to be realistic right. Anyone can't just piece together a track in real. However, in real there is a great number of tracks to chose from while LFS only got 7 not counting the autocross Add more tracks but I still say no to a track editor thing.
Now that the bump is made, I'm going to take this opportunity to express my opinion. Personally I don't think LFS needs that much of a graphical improvement. In z25 when the XRT got itself a new set of rims and an updated dashboard. That was to me a huge improvement. I don't think any biggies needs to be made to improve the graphics of LFS. Improve some of the cars, for instance the RB4. Give it some fresh rims, improve the interior. The over all graphics in LFS is a relief in my opinion. They are not drowned in blur and particle effects. It's easy on the eyes if you know what I mean.
Some things I might miss though is for instance some nice back fires as you hit the rev limit, some glowing discs as you brake from 200 kph. Avarange things like that. And again, do to all cars what you did to the XR in z25.
Assuming that one use an axis input to simulate the handbrake. Live for Speed got a built in function to lock the handbrake into place when the car is standing still. The only problem is that the only way to later disengage this handbrake locking function is to get the car moving. This doesn't allow for smooth take offs. Another thing is that some people perhaps have a handbrake construction with an actual locking button on it. Would they need to have a built in function to simulate this when they can just do it with there real hand. I think this function should be optional. I also think that you should be able to bind a button to act as the locking button you would normally find on a handbrake. Hold while pulling the handbrake, press again to disengage. It shouldn't be too hard to do.
Also, as many suggestions gets instantly rejected by other users, I understand that this isn't a priority ect. But that's not a reason not to suggest it now, is it?
Or... Sorry for a bump but I just got to say this. Or you simply design this touge road map idea like a full mountain with a couple of different roads which could be turned into different track layouts and there for forming a circuit with one downhill section and then an upphill section. This would also add more variation in different forward/reverse/layout options you got when selecting this map environment.
I think it's a good idea, whenever I play with people who use the manual semi automatic gearbox out there at the moment, they all seem to burn up there clutches pretty fast. Maybe this would prevent that?
I totally agree with this. I've myself been suggesting this before, aswell as backing other people up with it, and I'll do it again. There really are no arguments what so ever against adding a touge track to LFS because you can do all diffrent types of racing / driving on them and since there are so much drifting activity on LFS, they would be very satesfied with it aswell.
Actually, LFS is rendering all routes only that they aren't accessible. If you look over the map in shift U mode you will notice that everything is there but blocked off.
It's a good idea but i don't see a reason to keep theese at different buttons.
First you hold the button to ignite the engine and once the engine is running, you have to let go of the ignition key and press it again to shut it off. There are no problems with keeping them on the same button input.