Never, ever, give your login details for anything to anyone, not even to the developers or their support. If they do ask you for the details, they probably won't be who they claim to be. Also, use a password that is not easily guess, and doesn't contain any words in any language.
12 laps? There are many organized 12 and 24 hours races, and 250 km and 500 km races too. Your clutch pack diff would certainly start wearing from these kind of races.
Brake temperatures should be relativly easy to calculate. When you brake, it is the momentum of the car that is transfered to heat energy, causing the temperature of the brakes to increase. If you know the speed and mass of the vehicle, and the heat capacity of the materials, you can calculate the temperature generated (or rather, the heat energy transfered). And there is off course some energy loss due to air resistance/drag, tyre rubber heating, and so on, that does not go into heating the brake disc and blocks.
As for cylinder failure, LFS is a simulator, and in reality there will always be inconsistancies. I'd love to see a realistic engine damage simulation in LFS. It is the non-specific engine damage in the current version of LFS that I don't like. I don't think any engines will just gracefully degrade in power output when it is over rev'ed (and otherwise damaged) as the engine damage simulation in LFS is of now.
And I did not mean random engine condition at race start in my previous post. Only that everyone start out with the same mint condition engine. But if it's abused, it degrades more realistically, such as cylinder failures and such.
I think there is alot of other aspects that would be far more interesting because they would be more concerning in racing conditions. For instance:
- differential wear and damage, especially for the clutch pack
- brake discs and blocks temperatures and wear (and catastrophic failure under too much strain)
- fluid pressures (brakes, oil, etc., and possible loss of these due to damage)
- better engine damage simulation (cylinder failure, catastrophic failure, etc.)
- clutch wear (in addition to clutch temperature that is already implemented)
On most cars, if the battery runs too low to start the engine, you can still start the engine by putting it into gear and pushing or rolling the car down-hill. Then the engine runs just fine despite near flat batteries. Also, it will recharge (or atleast try so, if the battery is damaged and doesn't collect any charge) the battery as long as the engine runs. So, flat batteries probably won't be of any real concern in racing conditions.
Yes, I've had the path/hotlap notifications enabled for a year or so, since last time you told me about it.
And that is why I have come to the conclusion that the hotlap validation is not working very well. Unfortunately Airio does not promt the lap status so it is cought in MPRs, otherwise I could post some replays to show you guys what I mean.
Download a program called "Vehicle Handling and Performance Analyser" (VHPA). It is good for making setups and seeing roughly how the setup will handle in different phases of cornering.
And that is the problem; Airio think you are off the path, yet the client positivily is not. 90% of my laps invalidated due to path, are invalidated while all four wheels are on the asphalt (and have been so for the past 60 seconds). Or to put it in other words, when a lap is invalidated becuase of path, Airio is wrong 9 out of 10 times. How is that not flawed?
Looking at what the dev team has achived so far with S2, with 3-4 years of developing S3, I believe S3 will set a new benchmark for racing simulators for many years to come when it is ready.
In my opinion the AIRW clean laps checker is very flawed. 80% of my invalid laps are invalidated while I am on the asphalt, even driving in a straight line where lag can not possibly cause an server-side "crash" from extrapolating the position of my car. And often AIRW is incapable of detecting invalid laps, such as the KY3 chicane where you sometimes can fly over the speed bumps without invalidation.
You can also download the replay analyser and see the remaining suspension travel as a continous graph to study it in more detail than what the forces view ingame allows. You can download one of the analysers here: http://www.lfsforum.net/showthread.php?p=1368765#post1368765
It depends entirely on your computers other specifications as well, such as GPU, CPU and so on.
Not knowing these detail, we can not possible answer your question.
I have Mobility Radeon HD 5650 aswell, but I am not having any problems with LFS 0.6B. Have you tried updating or even downdating your graphics drivers?
Is Windows running running 32-bit colors? Is there any difference between windowed and full screen (Shift+F4)?
It's also possible that you are overtaken on the straits because you have more wing/spoilers than your competitors, and therefor more drag which reduces your top speed. In the setup screen, to the far right under "Downforce", you can see some numbers for lift (L) and drag (D) under whatever speed you set the slider to. You will also notice that lift and drag are not linear to the angle of the wings/spoilers, and there is a relationship between gained lift versus gained drag. With low spoiler angles, the amount of downforce gained compared to the amount of drag gained is very large (you get alot of downforce for little drag). But as the spoiler angles increases, you will gain less and less downforce compared to drag. So there is a point where you actually will be overall slower cause of slow top speed on the straits that you can not make up by going faster in the turns.
The trick is finding the best trade of between downforce and drag, as you'd want as much downforce possible in the turns, but as little drag possible on the straits.
You could always ask for setups by those overtaking you so you could have a look at their gear ratios and aerodynamics.
For instance, in the turn at the lowest left, I often flatspot my front right tyre. But it can to some degree be saved by more engine braking in that turn, all though if you overdo it, the FZ2 can easily try to spin around when the slip ratios of the rear wheels turns negative.
The scripting guide on LFSmanual is wrong. You can not bind ctrl_fx to keys - only buttons, and by buttons I mean real buttons on joysticks, gamepads, wheels, and so on. Why there is a difference between keys and buttons in the script engine I do not know, but seems like poor abstraction in the scripting engine.
One way to get around this problem is to install a virtual joystick emulator that translates key strokes into joystick button presses. I have used VJoy with very good results.
Only way I know of to be able to bind i.e Q and E to operate the indicator lights.
Well, the options screen can be a bit, shall I say, untidy at times. I've been playing the game for years (pirate at first), and still sometimes I have to have a look around in the options if I want to change something else than the usual things I tend to change in there.
I believe LFS is a game you never can learn fully. There is always new things to try out and learn, such as new driving style, new driving techniques, new setups, and so on. With a bunch of new cars and tracks (and even more with custom classes on Airio servers), it should keep you busy for quite a while to say the least.
I have never spent as much time on a computer game than I have with S2. Money well spent I'd say.
I have Z34 and A3 installed simultaneously in two different folders without any problems. The unlock seems to be stored somewhere in the LFS-folder. So theoretically you could have an infinite number of installations, given that you wait until you get new unlocks between each time you install LFS.