The engine doesn't do anything unless you have the materials to back it up. While this shows some nice real time shadows, that's pretty much the extent of it. But when LFS gets the update, all the tracks will have updated materials.
Looks very nice! The roads look photorealistic, sometimes even better than the real photo counterpart. The thing that gives away which photo is real and not is the grass, but it looks great too.
Nah I dunno tbh. Anything build with the concrete slabs atm is quite horrendous to drive on because the sharp edges, clipping textures and overall low level of realism. Making more building blocks to drive on doesn't sound like a good idea to me. If they are gonna make a track editor they better make a terrain editor with bezier curved roads as seen in for example Arma, Crysis or BeamNG.
The cars actually do have the same physics, because it's a consistent simulator. But every single parameter is different. Also your criticism doesn't make sense because LFS have an objectively high variety in the few cars available. Maybe you should be more specific in what aspect you feel the cars are too similar in.
I guess what you're trying to say is that they all feel like cars, which is the whole point of the game.
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.