You can: You just have to write a shader that does physics calculation. Then you save all your input data into a texture, bind this texture and the shader, render into a buffer and read back the values from this buffer... This is called GPGPU (General Purpose programming on GPU) and becoming important in science, since we have GPU's with so much computation power.
There is even a framework from ATI to simplify the whole process and NVidia implemented parts of the Havok physics engine for their GPU's...
The first screens show the GTL version of Dijon-Prenois... Another screen shows Monza, I don't know if this is the ISI version or if it is the GTL version. Looks like the GTL version too, tho...
Well, everyone drives the FZR... I myself am about 1-2 secs a lap faster in the FZR than the other GTR's. But I really like the FZR.
In my opinion, the LFS GTR class is a bit strange: The devs tried to create 'GTR performance' cars out of the cars already available, although you would never see such a thing in real life (GTR's with a 4 cylinder engine, except for the Lotus cars).
It would have been better if they created something like a GT2 class (450 hp) running the FZR with only 450hp (a reasonable figure for a flat-6) and maybe a RA GTR with a V6 or V8 or V10 thrown in. Or with the LX8 GTR...
With the other cars they could have created a Touring Car class, running cars with approx. 300hp. They could have used the TBO class cars for this series (slightly tuned, and lighter, with slicks and maybe wings) and maybe a GTI with a stronger (6cyl?) engine, to have an NA competitor...
I personally wouldn't mind if they remove cars or modify them, I really don't consider the FXR and the XRR that realistic. For S2 final I wish that these cars would get at least a 6cyl engine (to create something like a JGTC car, they run mostly turbo'ed 6 cylinders and put out about 500hp), this would be much more like a GT car...
Maybe it would be worth for the devs to look into Cider (http://www.transgaming.com/ind ... ;func=display&ceid=24). It seems to be an easy way to get Win software working on Intel Macs and Linux. This way they could evaluate the interest in a LFS version for other operating systems and if there's a big interest, they could start to solve the remaining problems (I think Cider won't support FFB for example...).
The only drawback might be the money involved, I don't know how expensive it would be to use Cider...
I really have to say that I like Eric's car designs! They are so 'real', I could perfectly imagine to see a car like the FXO on the road, very well designed! Much better than for example RFactor, which also features fantasy cars...
No, you can't say that because OpenGL is only a graphics API, but DirectX contains stuff for sound, input, networking etc. So the only thing you could say is something like SDL+OpenGL owns DirectX (although I'm not sure if SDL contains any networking stuff)...
As for a Linux version: I would really appreciate it! But I guess that there are a lot of challenges: I don't know how FFB works on Linux, afaik there is no support for it. And I don't know how well designed LFS is, by 'designed' I mean application architecture, it would help if there is a clear separation of the model (the sim) and the 'view' (all the operating system calls). In this case Scawen could just hire some guy to port the 'view' to Linux (and/or MacOS, why not??) and continue to improve the sim (the model)...
And while writing I just came across another question: What is the difference between e.g. Direct3D 8 and 9? Is it just some technical limitations like shader length? I mean you can do stuff like HDR in D3D 8, you just have to do it yourself (multiple shader passes)... And what is possible with D3D 9 that is not possible using OpenGL? How can people say, that 'game xy looks better than game uv because it is DirectX 9'? Shouldn't it be 'game xy looks better than game uv because it uses complex per-pixel lighting that just happens to be implemented in D3D 9 but could have been done in OpenGL too?
And this leads me to a final statement: Devs,consider using OpenGL! Why? because it will support everything that is needed for good graphics (like said, I think today you can do everything that you can do with D3D with OGL), it is a widely accepted standard and it is supported by a lot of platforms (Linux, old Win versions including XP, MacOS etc.). This way you will be able to write a sim with the latest graphics technology and make it available to a wide audience. I believe that not everyone that uses XP will switch to Vista (what's exactly the deal with DRM?) and when MS brings DX 10 only for Vista, you can do the same stuff with OpenGL that will be supported on XP too...
And I think you have to rewrite parts of the app for full Vista compatibility (or don't you?) and in this process you could try to make an abstract hardware/operating system layer that makes it easier to port the whole app to other operating systems...
Yeah, in this LFS is really missing something... It would be very cool to have different gearboxes: The normal synchro-boxes (the ones we have now) for the road cars, a dog box where you can shift without the clutch and with a nice whine sound for the GTR's and a semiautomatic box for the single-seaters.
I found it a bit strange that they did a semiautomatic thingy for the BF1 but don't use it for the other single seaters...
I'm selle at RSC and I might have better not written that this way ;-) "I just learnt" means I have read it in a thread in a forum (I think in the netKar forum at RSC). There was a discussion about how cool it would be if Simbin would create content for netKar, then someone (not an official) said that Simbin wanted to license the LFS engine...
So it's all speculation...
The 350Z feels pretty good in LFS since it is not too far away from the XR GT Turbo... Other cars are not too easy to recreate and feel strange, since they don't fit the donor car's suspension or stuff like that...
If I find specs for a nicely tuned Supra (500hp+ ;-) ) I'll go for the 'road super' tyres class, any suggestions?
And I probably gonna make the Ur-GTI (1976) and the 2004 Golf GTI to compare... I think the old one might be better than the new one since it weighs only about the half! We we'll see...
I'm down to 1:22.35 :-) But I won't post it, it's your car... Have to say it again, it's a fantastic car, the feeling when you floor it in third gear after a corner and the car goes like crazy is just wonderful ;-)
I really want a big V8 engined sports car in LFS... Devs please? ;-)
The LFS car is slightly lighter but a bit less powerful (only 267 lb-ft torque) so it should match the real performance rather exactly. The quarter mile time is about the same with LFS being a bit slower, that's probably because of my (not so perfect) launch technique ;-).
I made the setup using as much real values as I found: I used the original gearing and fitted a viscous diff. The suspension is set up a bit understeering like they complaint in Best Motoring (BMI Vol. 6 "The 350Z Shock).
Because of the long gearing the LFS shift light is at about 8000 rpm, way above the redline at 6600. The real car has a rev limiter at 6600 so I always shifted at 6600 to 'simulate' this.
Blackwood time is 1:29:15 (I,ll work a bit on it to bring it down a little ;-))
I'd like to learn the XRR, but after a few laps I always miss my FZR. It's just a superb car with my favourite layout: RR.
If you remember that, it's actually an easy car to drive:
1. slow in, fast out: The rear-heaviness offers superb traction when accelerating out of a corner, use it!
2. Be aware of lift-off oversteer: Because the weight is in the back, the rear will come round when suddenly lifting off the throttle. This makes some corners hard to drive, I especially hate the final chicane in Aston.
3. The same with trailbraking
If you remember these points you'll love the FZR, after a few laps I always want to go out and buy a 911, unfortunately, I don't have the money ;-)
The Z06 is wonderful to drive! But I can only test drive it when watching the replay... Can you post the setup please? I'd like to drive it on all tracks...