Perhaps I over simplified my previous comment. Yes there is lots going on in Arma, but completely different things to LFS, and proper physics isn't one of them. Much of what the player perceives is illusory if you set aside the fact it's a simulator for a moment. Vehicle dynamics and many other "dynamic" objects are simply pre-made animations that are played back to the player according to certain cues. Ballistics are very simplified - better than most others - but simplified all the same. A Lapua Magnum round has the same ballistic properties as a BMP in the Armaverse. Drag coefficient and windage are omitted for expediency. An approximation is made by applying a damage value to objects that intersect in collision geometry, not a true physical impact value. Many objects just cease to exist when out of sight of the player. Arma does what it does - simulate a battlefield experience - very well, but at the cost of having to make compromises. The professional version -VBS2- as used by the military, runs on a network of PC's in a form of distributed computing, simply because one machine can't handle it all.
It might appear that I'm criticising Arma here. I'm not, I love the game, and have spent many hours/days/months on modding it. To do so, will uncover the limitations that it has, and gives an understanding into some of the dilemmas the devs must have when bringing in new features. Understand the limitations and get creative to make something plausible is probably the best phrase to use. Comparing Arma and LFS really is pointless because they do different things.
I think there are different philosophies going on here. Big games companies are in the business for money. They are purely sales driven, and as such will make games that appeal to the masses via the lowest common denominator. Yes there are exceptions, but generally they aim for pick up and play titles. I feel for some of the devs that have their artistic talents compromised in the name of the "greater good" Some brave souls strike out on their own and become independent to be able to express themselves without compromise. Arma/Bohemia Interactive, and LFS/Scavier are two such outfits, and in this sense, the only real comparison can be made between them.
I didn't say I was against any graphics updates. I said that there must be a good reason for one. Eye candy alone is not good reason. I have nothing against the approach that the GT series use for a photo render mode, but for gameplay, things like this are just fluff. About the only example of a graphics enhancement aside from wet reflections and other effects already mentioned, would be heat haze mirage effects for distant stretches of track. This can cause drivers problems in picking lines, but I can live without it, and unless an easy method of achieving this is discovered, I'd say don't bother trying.
Motion blur is an artists impression of speed. It is a post processing effect only, and has no place in a simulator. Our perceived blur in real life is exactly as MadCatX describes. I'd go further than the 50" screen in fact, and say get a projector or two, and use a wrap around screen. A motion blur effect would make that implementation completely wrong when looking to the side.
I might just do that. I need to make sure I can be there though. F1 will take up quite a bit of the day, and I'd need to clear it the boss - hehe. I just grabbed the stages for some practise however.
That Tarmac will still be pretty green, and there are quite a few support races going on this weekend too. GP2 cars tend to swarm all over T1, so it's not just F1 to worry about. FP1 in the morning will reveal just how much it will affect them.
It's off the race line from what I can see, but might come into play.
I'm quite looking forward to this weekend. Last weeks was the best Spanish GP I've seen, and the new rules/tyres certainly seem to have shaken things up this year. I just hope that teams don't refrain from doing proper qualies in favour of preserving tyres for the race.
I can't predict a winner, but somehow feel whomever wins, the result might involve Schumacher (directly or indirectly)
I beg to differ. Comparing Arma 2 and LFS is like comparing apples and oranges. There is much more going on in LFS than Arma, it's just not immediately visible. Much of LFS is physics rendering, and Arma just doesn't do that.
LFS graphics are adequate for seeing differences in road surface, picking lines, braking points and the like, but when we drive, we don't look at all of the scenery, see the leaf textures etc. Yes, wet road glare, reflections and other such niceties would be great, but only when we have the appropriate physics to match. Too many other titles have been lured into thinking it is all about the look, and even then, I would not like to live in the worlds the devs for those games seem to inhabit, or believe we should.
I'm against a graphics upgrade for the sake of eye candy alone. There must be a tangible benefit to the overall simulation before it should even be considered.
Will bump mapping really help us drive faster for example?
Don't get me wrong, I am very much in favour of as realistic a simulator as possible, but we must cut our cloth to fit, and super graphics rendering is not the whole emphasis as some might think. It's not just the hardware, but programming required to achieve those effects. Every line of code, takes a finite time to run, and every line of code introduces a potential bug. Add to that the monetary cost of licensing particular API's, or the cost (including time) of writing your own from scratch. Some of the other mentioned titles simply compromise on handling in favour of looking good.
Going back to Arma, Try turning up the detail and shadows then fly low in a fast jet over a city with a full battle going on. The frame rate drops through the floor, so timing a strafing run is nigh on impossible. We need split second timing in LFS, and waiting for geometry and textures to load and render while turning a corner just won't win any friends or races.
I tried to replicate, but couldn't either. Is it possible that you have an incomplete patch update? I had something similar a couple of pages back where the version looked correct, but I could still see a problem in replays. A reinstall fixed it, but I still don't know how it went wrong.
[OT]
The Topic of this thread is "Test Patch Z30 (NOW Z34 - old ... d physics / many updates)" and is all about the recent changes, and for bug reports relating to these changes. I don't want to be accused of flaming, so want to politely point out that while your sentiments are probably welcomed, they are off topic as well as the request/suggestion over the views.
I think most people have been guilty of one handed driving at some point, but at the end of the day, you are not fully in control of the vehicle despite how confident you might feel. Just look at some of the footage of any professional driver, be that racing or emergency services, a hand is only ever removed from the wheel for the minimum of time.
Part of the problem is that cars have too many driver aids that can lure a driver into false sense of security. It was installed in me that when taking the wheel of a vehicle, I was taking control of a deadly weapon and it should be treated accordingly. It seems to me, that the current philosophy behind the current driving test, is often about just passing the test (much like the education system in general) and not so much about continued learning or being aware of the limitations of both the vehicle and driver.
Personally, I think the advanced driving test should be mandatory, and everyone should be made to retest on a regular basis. There are far too many complacent, greedy, incompetent and otherwise bad drivers on the roads today, and if this was any other area of life, there would be public outcry about the levels of death and injury caused. Somehow this seems to be tolerated.
Make getting a license harder I say - much harder - and make someone demonstrate they are competent for the whole time they wish to drive. That includes skid pan driving - just look at the poor decisions that are made whenever we have an inch of snow - the whole country comes to a standstill.
I pretty much agree with the rest of your points too.
I must admit that in retrospect when I passed first time at 21, I was not fully prepared for the road either. I had only taken a couple of lessons from a family friend who was a professional driver (fireman), but there is no substitute for proper experience, and hazard awareness.
I'm not sure if this is correct, but the looping was a fix that could be made while staying compatible. Now the loop is fixed, I hope that a proper retirement can be made when the incompatible patch[es] come. Just guessing
I find it hard to agree with you here. If you have driven your car, or been involved in such a serious accident that you go so far "out of bounds", that really is a retirement however you look at it.
I was deliberately ambiguous in that comment, and it didn't really deserve a reply. Thank you anyway, and thanks for the tireless efforts over the last couple of weeks. It must be quite distracting for you in regards to the tyre physics, but I believe a burst of activity was probably required to renew interest for quite a few.
BTW I hope the loudest voice comment wasn't directed at me. [/paranoia]
That is good news indeed. Thanks for the technical explanation too.
Does this mean that some of the other phantom "bumps" will be ironed out too? I'm referring in particular to the start finish line at Westhill where there is a definite bump registered by the car at high speed, but there does not appear to be anything there at all when inspected closely.
I must admit that I only skimmed through your thread, and very interesting it is too. My worry is that those new pth files appear to only work with Airio, and PROS at that. For the lowly single users like me, using your "official" open tracks will be out of bounds unless he decides to open up the new app to work with the the free version, or better still a standalone.
An open source pth generator/editor is my aim here, and having not really participated on the forums for a while, I'm deliberately learning from scratch so I don't miss anything.
And yes, I completely missed my bedtime too
I guessed right then, and started brushing up on my python fu to parse the files and get something similar.
Where a junction is concerned, I think it might be possible to use a moving window - say 16 nodes maybe more - to firstly detect where a junction exists between two track configurations, and secondly to create an aggregate or mean road width value taken from the node data within the window. From your generated svg, does the ideal line pass through the node centres? If so, this makes life a little easier.
As for hand placement of barriers affecting the road width, would parsing the lyt file for objects placed around the track co-ordinates at the nodes help? If we know the object type and orientation, the limits of the intended track can be found. This should work even for places where the intended path deviates from the physical track. Of course this makes it much more complex, but would allow pth files for any layout. I envisage some kind of post processing after the layout has been created, and then maybe refined by driving the track to update places where the autogen might have failed. Having just said that, driving the layout at "reasonable speed" as Scawen has said how he does the originals may be all that is required. I do have the same concerns as you over the number of possible variations though.
This still leaves the question. How to make LFS read the new pth file. Does Airio inject the data via Insim, or is the file a compatible lookup table for use during detection and subsequent Insim commands?
[Edit]
Regarding the parsing of lyt files. Scawen has mentioned several times in the Z3x patch thread about unifying AutoX objects. There is also this entry in the lyt format information.
To successfully parse a layout file for objects affecting the intended path, this unification needs to happen.
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Last edited by Squelch, .
Reason : Grammar + added layout info
We are now able to place AutoX objects on all tracks as a result of the recent changes. There is a bug (or oversight), but not the original one eddy678 is reporting. See my update for an explanation.