How cheap or expensive it is, depends on which country you live in. In Norway, a new G27 cost 292 EUR. About a year ago, the G27 cost about 340 EUR new in Norway.
Once you've tried supersampling, there is no way back to multisampling. :nerd:
Supersampling works on the entire frame instead of just geometrical edges. So it is far superior to any anisotropical filtering for textures at the angles you often see the road ahead of you while driving. It just gives a much better degree of fine detail in the image, and the image is generally calmer since there is no pixelation from transparent textures, etc.
Unfortunately, adaptive multisample antialiasing doesn't work well in LFS, or atleast with Mobility Radeon. Alot of textures, and some geometry I think, disappears.
1. Click the Start button and go to "Run". Type in "dxdiag" and hit enter.
2. Go into the "Monitor" tab and check what graphics card you got.
3. Go to Google.com and search for drivers to your card (i.e "nvidia 8800GT drivers" or "radeon hd 6870 drivers")
4. Install the drivers, and reboot. Try starting the game.
5. If it still fails to start, try running dxdiag once more, and see if it reports any problems.
I've tried the ENB mod earlier with LFS, but I couldn't use it togheter with supersampling anti-aliasing without getting less than 60 FPS on full grids. I wish there was similar mods, but with more efficient shaders, or more options to scale down the shader processing complexity for less powerful hardware.
If you download the MPRs from Cargame.nl it is smooth as usual. I am lagging aswell in your MPR, but not in the MPR from the server. So I think it is you that was lagging while your MPR was 'recorded'.
I'm guessing he's working on a unified tyre model for all the cars, which I believe is the case for the current physics in the game. But the differences in tyre structure you mentioned could very well be parameters for the unified model. It does makes the model incredibly complex, but it has some obvious advantages.
With such a tyre model, there won't be any complex tyre model programming involved in developing new cars for the game. More time can be spent developing the car and fine tuning it, rather than developing physics. Another advantage is improvements made to the single model affects all cars and tyres. If you have multiple separate models, it quickly becomes very time consuming maintaining all the different models.
I think many of those complaining about the new model taking too long have little or no programming experience with complicated problems. The complexity of the mathematics is probably far beyond comprehension for most of us. It is one thing to solve the mathematics involved, but a whole another problem to make the solution efficient enough to run in real time, at the same time precise enough to be realistic.
But I have the impression that the current tyre physics isn't something Scawen really have put all his effort into. Yet, it still stands out, even from more recent sims with siginificantly larger development teams. But with all the time and effort he has put into the new physics, I'm pretty sure it will set a new benchmark for racing simulators for years to come.
Some people need more time than others to improve. And improvements doesn't have to be linear. Some people improve in big steps all of sudden after periods of little or no improvments.
Extremely few have such talent they can just jump into any car and do smoking fast laps. The rest of us just have to practice.
Don't give up so easily. I spent one and a half year driving the FZR GT2 before I began doing quick laps in it. Sometimes you just need time to figure out the secrets of the car, find the right setup for your driving style, and learning some driving finesse
Har sett folk bruke registrerte merkevarer o.l. i årevis på bilene sine, så det gjør ikke noe.
For at andre skal kunne se skinnet, må det være lastet opp til LFSworld.net. Om du logger inn der er det en knapp for skins hvor du kan laste opp JPEG-bilder. Merk at filnavnet må være unikt, og at det er filnavnet som er navnet på skinnet ditt. Bildet du laster opp legger du også i lfs/data/skins/ med eksakt samme filnavn. Når du så går i garasjen i spillet, velger du å lage nytt fargeoppsett, og velger skinnet ditt. Bruker du et skin med et filnavn som finnes på LFSworld.net vil dette skinnet bli lastet ned hos de andre du spiller sammen med.
1. Open the 'S2 Hotlaps' window and go to the 'WR' tab. All the lap times are links to SPRs of the current world record for the given combo.
2. Open the 'Hotlap analyzer' window and select your combo. You can only load SPRs that are previously uploaded as hotlaps to LFSworld. But you can download the SPR and RAF for any entry in the selected combo.
The last thing you need is a replay analyzer. There is a few to choose from here: http://www.lfs.net/?page=analysers
I haven't tried any of these, so I don't know which one is the best.
I think the map is pretty much okay the way it is. Adding more stuff to it could easily lower the readability of the map. But yellow line color for sectors where there is yellow flags could be one addition.
For some reason, I cannot log into LFSworld anymore. I can log into LFS.net however, and accsess my account details. But when I try to log into LFSworld, I'm just prompted with the "Select how you want to start" screen after entering my login details and pressing the login button.
This happens in both Firefox and IE9. I've also tried disabling all add-ons in Firefox with no luck.
Du kan bruke omtrent hva du vil på bilen din, bare det ikke er uanstendige bilder o.l. Mener å huske det står hva som er tillatt i vinduet for å laste opp skins på LFSworld.net. Enkelte folk her har også litt spesielt forhold til skins de lager selv, så hvis du ønsker å bruke noen andre sitt skin setter de nok pris på om du spør først. Skins du finner på diverse nettsider som er å anse som publisert kan du bruke fritt uten å spørre.
I agree, but I don't know what controls are available to admins to enforce certain amount of network quality to be allowed to race. If the server could detect and spectate cars that are warping around the track, it would help alot.
I.e a limit to how much the server will be allowed to extrapolate car positions when packages are dropping, both in time AND distance on the track. A half second extrapolation of position might be okay for the XFG, but can be devestating for the GTRs when the speeds are higher, and the warping/teleporting distance increases.
If you're not a natural talent (which few of us are), you can use various replay analyzers to study fast laps in detail and compare them to your own laps. If you are analytical to your driving and setups, you should be able to go quite quick. But the faster you go, the harder it will be to improve your speed since the potential speed you can gain will be more and more marginalized. The potential speed is hiding more in the fine details of your driving, handling and setup. One way to view it is the requirements of you as the driver to identify and act upon these fine details of driving and handling will be exponential to how close to the WR you want to get. If you are aware of your driving and pace, practice and experience will get you a understanding and feel to what is making you able to drive faster.
If you use the LFSworld.net hotlap analyzer and compare any two top laps to each other, there is rarely much difference you can see in the telemetry. The biggest difference will probably be related to brake, steering and throttle which is closely linked to driving style and setup. But for the rest of the telemetry, such as car speed, racing lines, etc., the difference is often very marginal.