Seems like my bug report was drowned in the Z30 thread, so Im reposting it here. No collision detection against the metal fence after the chicane in AS7R, SPR available at this link: http://www.lfsforum.net/showthread.php?p=1598414#post1598414
I don't know if this already have been reported, but with MRT you can go right through the metal fences and into the nethers, right after the chicane on AS7R. SPR attached.
It's also possible to get permanently stuck down under in multiplayer. Haven't been able to reproduce that artifact in single player though.
If Im not mistaken, wind direction is selected by random. So you might have to make a few attempts before getting the wind to go down the straight in the driving direction.
Im guessing they are running a standard server that can't limit classes like i.e Airio does. So TDRT was racing FX2 or FX9, while the OP was racing FXR.
I haven't noticed anymore freezing when racers are leaving the pits, so that seems to be fixed in these latest patches.
But the game freezes for a cupple of seconds if someone are kicked from the server (atleast for bad names on Airio-powered servers).
I was just wondering if recognition of the GT2 class, and possibly GT3, by both LFS and LFSW have been under consideration. GT2 has become very popular since Airio was released, but it would be nice to have LFS recognize the different classes aswell as LFSWorld for official WRs and so on. Since it's basically only intake restrictions (and possibly some ballast), I'd guess it would be very easy to make them distinct cars in the game.
If classes are to be recognized, there should also be new short names for the cars to reflect their class:
FX1 / XR1 / FZ1 - the previously called GTRs, now GT1
FX2 / XR2 / FZ2 - GT2
Only negative thing I can say about Cargame.nl S2 (all though I am a CG member), is that you have to earn the rank to drive the fastest cars, which can be a little demotivating at first. But once you do earn the rank, racing in the fastest class (GT2) can be really intense!
Does this also mean improved contact detection with the speed bumps in i.e KY3 chicane?
Often it seems like it's up to luck if you get suspension damage or not when "cheating" (or just missing) the chicane and fly over the speed bumps. If it was spot on every time (meaning suspension destruction if hitting the bumps at 230 km/h), the chicane would be even more intense.
PS. Would also be interesting if the front spoilers on the GTRs and open wheels could be damaged or even completely run off if they smash into curbs and bumps.
Im not setup dude, but how about alot of rebound and very little bump damping, along with high ride height, soft springs and very little ARBs?
All though, it would probably make the handling utter terror.
Well, you sorta have solved the time gap yourself when you say that he goes 15 km/h faster than you through the corners. That means he is exiting the corners at a higher speed too (most likely), and will carry more speed than you on the straight. Getting a good exit speed is especially important on longer straights.
If you hit escape while watching the SPR of the WR, you can do a test drive with the WR holders setup and see if the differences in speed could be related to the setup. But be prepared for a undrivable setup, as most of these WR setups are.
Yes, but I was thinking if the game will ship with any layouts that serves the same purpose as the current track layouts such as KY2, KY3, etc.
For instance a KY4 layout shipped with the new build, that combines KY2 and KY3 into one single (and long) track which also is recognized in the same way as i.e KY3 by both the game and LFSW.
This have probably already been answered, but will LFSW support any of the new layouts? So that, say, we could have a mega long official KY track?
Also you wrote that the rendering of new numberplates have fixed a "pit out glitch", is this the momentairly game freezing that occurs once in a while when someone leaves the pits?