I used to play LFS from a mobile connection. My experience was that I spend about 40MB is 1h of racing in demo server with 12cars. In contrast, compare that with CSGO where in 10min it pulled about 60-70MB. LFS net code is extremely well optimized, it is a work of art. As the guys said ping is the other side of the story that can make or break your bussines. Even so, LFS is quite tolerant for pings up to 100-200ms, so in principle, you should be ok.
It's a cool idea, but without some crazy AI machine learning algorithms, it can not be done. If you want to interact with cars whose actions were pre-recorded, what happens when you crash into them, will they keep driving the same as if there was no crash? Even if they do, for sure eventually it will lead to a crash?
On the other hand, racing ghosts from a replay is very reasonable and can be done.
The hosting will not be for free, but as Scawen said it will be a quarter of the current lfs hosting price and that is for sure much cheaper than any of the current alternative host providers, which is great.
You tell me, a long time ago I decided to make team skins for all cars, and guess what they all had vertical gradients going through the entire car, which I needed to manually connect sides-back and sides-front, it was a nightmare but I got better at doing it.
I think that Scawen said in some of progress reports that the game will run even faster in DX11 mode and that he is not using the actual features of DX11 yet, except for the brightness information used for automatic exposure. The game will probably put more load on cpu and not so much on gpu.
We've come to a point where we are happy about the news that there will be some update news
Ah memories, my first PC:
AMD 486 133MHz
MB: do not remember
16MB SDRAM (later upgraded to 24MB)
810MB HDD
2MB gfx S3 trio
no CD ROM (latter added TEAC 540e)
no sound card (latter added ISA sound blaster AWE 64 gold)
good old DOS, win95, doom2, and IndyCar racing 2 - days
Or, the max number of drivers in the race is not limited, where lap times/avg times are calculated only for the first 3 finishers. That way some tactics with drafting will be high risk, but if done correctly high gain as well.
A number of laps should be convenient such that the entire race does not last more than about 20-30min, but still allow the tires to get up to temp.
This would largely depend on the number of racers in a team, as an average is taken. There must be some limitations, like at least 3 racers and a max of let's say 10. To make matters more complicated, a "weighted average" may be employed, where the best time will take more weight and enter the in the average more or less - that needs to be tuned, to make it as fair as possible.
Just one thing to add, it may not be obvious for some. Once you save the layout (even on a public server), the actual layout file is stored on your PC and you need to upload this file to your LFS server, in order to be able to see it with /axlist command.
I have oculus CV1, Ryzen 5 1400, GTX 1060 3GB, 16GB ram, 512GB NVMe SSD and it runs LFS perfectly. In assetto corsa it has some troubles to keep 90fps, but with some gfx details lowering (about medium to high) it's fine.
On the other hand, I do regret buying this oculus. I wasted a lot of money (it was about 600eur few years ago) on something that I do not even use, it gives me motion sickness within 10min. It gets quite unconfortable for longer than 20min. The lens gets fogy quite quickly if you sweat a lot. The screen resolution is bad - not for a racing sim, you only see ok near, while in distance everything is blured and pixelated. Comparison is as if you run 1280x720 on a full HD screen. The lenses are ok but still bad. It gives great 3D immersion and ability to walk out of the car and lie next to it is awesome, but it gets old quickly. If you really want to race then low field of view, chromatic and other lens aberrations are a killer for me. There are probably already much better VR headsets with 2x4k screens, I guess that would be ok, but you need a monster PC for it. This tech is still in its infancy, there is still a long long way to go. I will note that VR implementation in LFS is so far the best one I have ever seen in any game, you really do have a feeling that you are there in the car.
All in all, you are much better off with some good monitor/s, like the one from above, but that's just me.
This was asked before somewhere I guess. In settings, controllers try not to select any of the fanatec reported devices in lfs. Just move the axis and see if their movement is registered in lfs lower right corner. If yes, then just assign each axis to your liking. Note that for ffb to work you must assign your wheel axis to a steering axis in lfs.
It is a bad time. For a beginner, if you can get to about 1:36 within the first week of driving it's good.
In logi profiler set degrees to 900, overall forces to 105%, in LFS set FFB to 21%, wheel turn compensation to 1.0, wheel turn to 900 and you are good to go. You may want to visit our [AA] Blackwood GTi server and observe what race line fast guys have.