He's talking about the sudden change in tyre speed when you dump the clutch after a downshift. When the RPM is low the flywheel will jolt the fast moving tires as the RPM and wheel speed come to a match, which can cause over-steer in a corner.
If you blip the throttle and match the RPM to the wheel speed before you dump the clutch this won't happen.
I don't think you see any reflections what so ever. It's just lit in a way where the sides are a bit brighter. Or it's in the texture. But hey at least we got fresnel on the cars, where it really counts
And then I can confirm that it's a case of misinterpretation of what Scawen meant. With this message he didn't mean the units are inaccurate. He meant that the Scirocco has to run on a weird setup versous what it runs on IRL to make it feel the right way. And thus they found the flaws in the tire physics not in the units.
Well I do remember first time spawning in the pits of blackwood back in 2008, trying to put the car in gear. I think it was the XFG. I got recommended by a friend who was also into drifting. And later, a few youtube videos made me buy S2 mainly "Step into S2"
Well I guess you might remember correctly, if it was literally 12 years ago or if you misinterpreted the message. Because I have a very hard time believing this for a few reasons.
1. Keeping the units consistent is not a challenge. Especially not for a LFS developer.
2. People would have noticed if the units didn't correspond with each other.
3. Scawen wouldn't obsess over ultra realistic tyre physics if the units weren't consistent, that would make the work on the tire physics redundant.
Sorry didn't mean to come off offensive or nothing but I just don't buy this lol
Um are you sure about that? Where have you heard this? I'm fairly confident the devs took their time to make sure the units are accurate. You think they aren't capable of that? Cus you know they only made the most realistic car game ever and while it's perfect they are still perfecting the authenticy of the tires. It's a pretty bold statement to say that they essentially eyeballed the units..
Let me guess, this info is from someone who measured up the ride height versus the weight of the car and said "nope". Well then they don't know what they're doing and forgot to take control arm leverage into account.
BTW: If everything is correct relative to everything else, then everything is simply correct lol
no K stands for kg/mm. 10K spring means 10kg/mm which translates to 100 n/mm in LFS (roughly)
Live for Speed
+ Amazing physics
+ Nice online experience, server based which is a proven concept in gaming history.
+ Easy to use, no hassle
+ Great engine sound generator
+ Very light on PC resources
+ Lack of vehicle mods (I consider this to be a positive things, as car mods often clutter things up and make for an experience with inconsistent quality and authenticity)
+ Autocross editor
+ Personal skins (I like that you can put that little bit of personal touch to your car)
- No map mods (I like map mods)
- Somewhat outdated graphics
- Slow development (but I still love it <3)
Assetto Corsa
+ Great Physics (Not as good as LFS tho)
+ Map modding support for variety. It kinda hurts the online experience tho.
+/- Car modding support (Car mods are only worth while if they are perfect imo, and it makes the online experience suffer)
- Arrogant developers
BeamNG (arguably not a sim racer)
+ Sweet looking maps with very detailed roads.
+ Tire physics are better than you would expect
+ Perfect vehicle damage
- No multiplayer support
- Resource heavy
+ Modding support (I like the modding scene in beamNG because it's more difficult to make mods, and thus people put more effort into it)
My FXO throws down pretty good
Disclaimer: I mainly drive XRT lol
Sorry about the flickering >.< had to change music due to copyright mute and didnt save the project. And the frame rates don't match. Don't watch if you're epileptic lol
Anyway, steering aids isn't necessarily to be considered a "buoy". Force feedback is a very prominent steering aid which is present in any real car as well as for wheel users. A lack of stabilization, while being more difficult sure, is like driving a car with no caster. It's not something I wanna do, regardless if it's an extra challenge or not. But I feel that the gamepad has potential to be very *enjoyable* not *easy* with a little bit of tug to it.
Again, sorry if i came off grumpy. To me it sounded like everyone just shut the idea straight down.
Don't ya just love when everyone is like "I didn't need it so it's a bad idea". It's like saying "I played with rocks as a child, so we don't need toys". Keep in mind that unstabilized gamepad would still be an option, just like you can play with unstabilized keyboard (why on earth anyone would wanna do that).
Plus I'm willing to bet that with stabilized gamepad all y'all would have had better control over your cars.
The XR does have popups. But the headlight motors are blown.. What can you expect from a 30 year old car. But seriously I think the devs will get to this stuff after the new graphics system comes out.
Sounds like a cool idea. And I mean surely it's not much more complicated than car skins. All the signs on the track could be mapped onto a single skin texture which the host would be in control of.
I would like to bump this post. I think this is a great idea honestly. The game pad is currently more or less useless for LFS. Which is a shame because with similar steering aids as keyboard stabilized it would make it one of the better steering methods for those without wheel. Smooth throttle input and smooth steering input, with increased control from the stabilization. I would call that a win.