It should starts from pits, and eventually there should be a faster variant with only half a lap to be done, like on nr2003 (for example starting from last split like old hotlap starting position)
I have just downloaded from lfsworld the attached hotlap, and when the car starts the pitstop (around lap 6), lfs stops playing the replay, saying replay OOS error
Showing trajectories = driving lines
In realtime, for each lap (for example u can choose to visualize the driving line on lap 27), and between 2 laps in the same graph (for example lap 22 and lap 35).
About tyre temps and wear, maybe these can be extracted from local memory and sent to the "telemetry client" separately, not using insim or outgauge, but with a tcp or udp connection between these 2 pc.
(i am imagining a situation where a driver is racing and one of his teammates, that is located into another city, can watch his telemetry in realtime)
The suggestion is interesting, but you have to take into account lot of things:
- Each player should have a sort of "friend list" or "team mate list", where he adds lfs usernames of the people that he want to be able to use this "automatic set downloading" of his sets.
- Before having the ability of downloading the set the downloadER should be able to see certain infos about that set, because, for example, when i develop a set i often do short stints of 2 or 3 laps and then notice something wrong and change it again, and not always i change the name, so the teammates that want to download that set should have notifications of these changes too.
Like i said is an interesting idea, however seems a bit complex to implement, and im not so sure that will be useful
This is a telemetry program, so a "telemetry in a laptop" should do similar things (showing trajectories, fuel level, tyre temps, tyre wear, suspension frequencies) but should run on a remote client.
And should be able to change strategies of the connected player that is currently racing from the remote client too.
I don't agree, unless we will have decent repair times.
Atm we have 3 seconds for little damages and 3 seconds for bigger damages.
If i have 0,001% of damage caused by some curb, i dont want to spend the same time into pits then one that has crashed against a wall and damaged the entire car.
And however, if i have some damage to a suspension or a wing, like in real life i should be able to choose to not fix it, to try to fix it, or if it is too damaged, to retire because car is undrivable.
Atm there isn't any choose. You simply go to pits and get all the damage fixed in the exact same amount of time.
Guys, said in that ways is a bit confusing for him, imho.
LFS can run on dual core CPUs, and will use only one core.
But if u want to buy an E4400, i'm sure that with one core it will run LFS very well too.
E4400 is a good cpu imho.
I dont think so:
some months ago (during patch U times) i have overclocked my athlon 64 3200+ from 2.0 ghz to 2.4ghz.
I have an X800GTO2 16 pipeline
Fps improved maybe of 3 or 4 at sec, with +400mhz!
LFS is gpu limited imho, for the same reason why, with the same cars on track, when u have them all in front of you, your fps are lower then when you have them on the rear.
If lfs was cpu limited there should not be any difference between these situations.
Nice, but at the highest revs from external view it seems still a bit too artificial imho, and the echo seems still a bit high (from external).
Internal seems fine
P.S: but why are u testing sounds for a stockcar?
We don't have a stockcar in lfs... yet
It's pratically the same that you will found when u will download and unlock rfactor.
And obviously GT4 can have tons of cars, but if quite all feel the same, is like having only one...
I don't know how much costs games in canada, but here in Italy, a just released boxed PC game costs around 50 euros, and if it's a console game, it cost more (60, infact this is one reason why i dont like consoles).
Now, all we know that after some months, and then years, prices go down to a bargain level, but games go down too, and became unused, unpatched and abandoned.
LFS is still here since 2002. The people that bought S1 licence on 2002 can still use their old licence online, with a completely new graphic and physic.
Highly probably this will happen with S3 too.
I don't think that having to pay 36 euros for a game continuosly upgraded since 2002 (we are in 2007 now) are that much.
If you would have bought all simbin games that had been released in that period (GTR1 - GTL - GTR2 - RACE) you would have spent 200 euros for having only the last 2 playable with someone online (and the last one is still bugged and already has a follower planned, RACE 07).
Returning in topic, why don't we have an "auto handbrake at start" function like atm that can be disabled from some option menù?
Something like the throttle blip or the throttle cut helps.
If someone want that, well, use it. If some other one want all manual, well, will do all manual at start.
I have noticed 2 times this thing, but i have another similar error too:
when i try to join a server, sometimes (happened with W,V and U too, from what i remembered), after the track loading it does not allow you to enter saying something like "another player is already joining the server"
If i wait some seconds, then i can reconnect and join without any problem.
However, if it is not a bug, is at least a strange way of managing new connections to a server.
P.S: sorry for advicing it only now, but i have just realized that it could be a bug instead of a wanted thing
I have read on test patch forum that scawen is now able to change anytime in about 90 sec the handicaps amount added with W9 for each car he want (particulary for TBO and GTR classes).
This a good thing.
For him.
Because if you are racing in a championship and developing a setup in, for example, a 2 weeks time (if the champ has a race each 2 weeks), and 2 hours before the race, Scawen change the handicaps, the set that you have developed with hard work for 2 weeks will be mess up.
Imho, this problem can be solved in that way:
creating a webpage on lfsworld, liveforspeed.net, or directly in-game where at anytime players can check actual handicaps and planned handicaps changes for the next 7 days.
Each change should be pre-advertized here 7 days before, leaving the time to racers for changing their sets.