It's very easy, just join any online server and you can drive against human AI's, I've heard they are good drivers
Jokes asside, you fail to understand many basic concepts. AI in LFS is trully learning to drive around a track like a human, but one with like 20-30 neurons, instead like 100 billion (that we humas have), so therefore its capabilities will be very limited. What you talk about smart AI, just look at self driving cars, this is still a cutting edge technology, a lot of money goes into research and developement. This is not a simple task at all, don't expect anything "smart" in LFS, it is as good as it gets. When you drive against AI in LFS, it is able to learn from you when you interract with it.
I think it's very early to say anything about such advanced and specific properties about new tire physics. From what I remember from his posts he did mentioned that he was planning to change one core thing about tire physics, that is replacing tabular slip curves with a numericaly calculated ones based on his new model for it. If done right, we should not see too much difference in how the cars handle and feel.
Awesome, tnx so much for this iconic car The engine seems to be a bit strong for a stock 45, it's more close to a race-spec 55, but still fine.
edit: would love to see the stock 55 or 60 version, with 5 gears, wider tires, and ALU wheel rims and no roof thingy, that would be just fantastic. In the interior one can't see the speedometer due to the wheel rim, I'm pretty sure I could see it entirely when I was driving it in real life, also if you can make speedo to max out at 180km/h. The engine sound and the model in general needs a little tweaking, but the suspension seems ok and it handles well. I had the rotten cherry color, a bit darker than this one, RGB 56 10 10 seems about right. Great job !
If you ask me, even S2 licence has enough tracks and cars. No one so far has mastered all of them, let alone S3 and introductions of mods where sky is the limit. The collection of very good mods will increase over time, as people get more familiar and comfortable with lfs editor. Your idea is nice, no question about that, just that Scawen has something else in mind. I think we should just let him do as he feels and great things will come for LFS.
Are you forgetting about licensing? One can't just add a real car or track just like that, even if he could make a model of it from scratch to perfection. I'm quite against the DLC crap or making it into steam, then LFS would lose its identity completely which makes it so different from everything else with much larger dev team and budgets..
I often have to press shift+c to get the ffb back after alt+tabing from the game, pretty much every time. Especially if I open the thrustmaster control panel and make some changes to wheel properties, while game is minimized.
Yeah, I always wondered how Eric or Scawen made all the tracks and cars back in the past. The answer is simple - Scawen made the car and track editors first. We are lucky that he decided to upgrate car editor a little bit and publish it. Same thing might happen for track editor as well. What I'm afraid of is that many moons may pass before we see someone make a track that is anywhere near as good as the LFS tracks..
Well, first of all, install the Thrustmaster drivers and update the wheel firmware if you bought the wheel a year or later. The old fw in PC has the led on the wheel glowing orange and new fw makes it into green, but that's not the only change.
Then go in tm control panel and set 1080 deg, put all ffb forces to 100%, turn off ffb boost and select autocenter set by the game.
In lfs set wheel turn to 1080, wheel turn compensation to 1.0, ffb strength to 15% for start, ffb steps to 10000, ffb rate to 100Hz. When you move wheel X-axis or other ones by pressing pedals you should see a movement in the right lower part of lfs controler settings. Assign your axis to lfs controls and you're good to go.
I don't think there is any way to increase the clutch-grabbing range, this is hard coded in the LFS. You can only manipulate the axis calibration limits to replicate the feel you're after.