Unfortunately even with the new patch, the draft is still so big that it's still faster for 2 cars to slingshot off each other, like it always was.
One day I hope the devs cut that draft down to more realistic levels, to the point where a faster driver can pull away from a car he's just passed. It would bring more skill and less chaos to oval racing in LFS. Let the drivers and cars that are truly equal in skill and performance battle it out side-by-side; the current process of slingshot drafting is artificial at best and chaotic at worst.
Is there one on the way? I've become so dependent on this great little program because it makes finding and joining a server go so much faster. I hope the developer will make a version that works with the new patch.
Well whatever our opinions on the morality of Traction Control are, this is the best TC system I've seen implemented into a game, and I think everyone agrees with me - which is why people seem to be praising TC, when in fact they're really praising how well the LFS Devs have done the TC for this car...with the tremendous support of the BMW-Sauber team.
I love how adjustable it is and that it is tied to setups, and that you can switch it off at the touch of a button. Jack it up for South City. Turn it off completely on KY Oval. Happy medium everywhere else. And it all gets saved so you don't have to keep adjusting it for different tracks all the time once you've found your favorite settings.
Like I said, whether TC is 'moral' or not will be debated to the end of time...but LFS has done a super job of making it realistic in-game.
And 2 years later under the same weather conditions they did a rolling start...
Mind you it didn't look any different from a rolling restart. Series that do rolling starts all the time make the cars stay in 2x2 formation till the green flag/light. But that year Hakkinen took off into the sunset at the start and the field was strung waaay out.
Trouble is that that kind of racing gets repetitive real quick. There's little to no skill involved and your chances of success are entirely dependent on luck, timing, and environment.
Some may say "That's oval racing in a nutshell" but actually there is skill in oval racing when you have to actually lift in the corners, modulate the throttle on exit, and when you have enough horsepower to be in control of your own destiny.
So, in short: No. I don't want to see pack racing come to LFS. There is enough of it in the NR2003 servers (they all run the restrictor plate tracks ffs) and it is boring and repetitive. (and results in MASSIVE multicar pileups if even 1 person makes the slightest brainfart)
That's sort of like NASCAR restrictor plates that they use on the really high banked tracks to reduce speeds.
The whole train effect is because the restrictor plates make the cars so underpowered that 2 cars drafting are a LOT faster than 1 car by itself. That's probably true in all cases but it is not as drastic in cases where the engine has enough power and thus isn't as dependent on aerodynamics.
While you intellectual types were waxing philosophical about the Blackwood Guru and all hidden meanings of his eloquent message, the answer to his riddle is really an F1 car!!!
I think oval racing (in the hands of good drivers mind you) could actually become MORE interesting and challenging than before.
Think of this:
1)they've fixed the ride height bug and the slipstream effect
2)this new car should be capable of over 200mph
That means that you'd likely have to lift for the corners and without the mega draft the drivers who are the smoothest and can keep their momentum through the corner will succeed.
I hope we'll be able to skin the car cuz it would be a shame to make everyone drive identical BMW-Sauber liveried cars.
I think the previews we've already seen are going to really improve the game. Who knows what more the patch will have? Either way its us impatient little kiddies that are getting so wound up over this.
We all know that the chances that this patch will have rainy racing, Night racing, a new car, or a new track (not just a new config) are slim-to-none.
I agree with Tweaker. LFS is by far the fastest and easiest to get on track and race right away. Even with mid-race join disabled you're allowed to join the server and view if there's room.
The other 2 big online games, rFactor and nr2003, both lock out people after qualifying. That and once you leave the track to the setup menus etc. during the race you can't go back on track. So in those games, not only do you have to go through the rigors of practice and qualifying sessions, but then if you're wrecked early on you can't do anything until the race is over. And because the races are usually twice as long in those games as they are in LFS, when you head back to the server lobby to check the status of other servers, most often they're all in the middle of races and you can't even get in to view.
Very tiring. It sucks to spend 2/3rds of any given sim-racing session waiting for races to end so you can join.
I think it all depends on what the cook puts in it. I think chili has more potential for 'heat' because the guidlines for making it aren't as tight as for curry and chili cooks will put some wild stuff in the pot to give it a little more bang.
I saw that before which is why I reverted back to 4.50.
Nighthawk's and Razzone's ideas have helped some. They minimize the problem but I guess nothing can completely solve the problem aside from using negative values which isn't possible in LFS.
That's just it. In ISI games the Force Feedback strength slider bars also go into the negative values up to -100%. The solution of using negatve FF values was pointed out to me in forums for those games not long after I got this wheel (little over a year ago). The problem was common too.
However, there aren't any options for negative FF values in LFS so this is a major problem for Logitech wheel users.
It is often described by others as 'oscillation' but its the same issue. The wheel won't hold true center because the force feedback pulls away from center rather than towards it. This problem is somewhat masked by having centering spring force enabled in the Windows game controller settings but nevertheless the weird behavior is still there.
I think this has been brought up before but I haven't found a solution that works.
I have a Logitech Wingman Formula Force GP and this problem happens to me in both LFS and NR2003.
The force feedback is inverted meaning it tugs away from center toward the left or right and resists me as I return the wheel to center. Once the wheel crosses center then the FF pulls it toward the other lock.
It should be the opposite. The wheel should resist me as I turn it from center and return to center if I let go. Now in ISI sims like rFactor and F1C, this problem can be solved by using negative FF values but since LFS and NR2003 don't have that ability, what can I do to correct this (beside the obvious reduction of FF strength)? Are there 3rd party tweak programs that can invert the force feedback behavior?
Also does the Momo and/or other Logitech wheels suffer from this problem?