Not necessarily true... seems like alot of people just want to drive the same cars on the same tracks all the time (Conedodgers AS NAT server for example).
Its definately better to have consistant smooth FPS than sporadically super high and average at different points of the track.
Ive found the best setting is leave FPS uncapped but turn on vsync and itll match to your refresh rate automatically even tho it goes over 200fps uncapped.
I honestly believe a solid 200fps is noticably better than a solid 100fps even if refresh can only be 100 but a *constant* solid 100 is much better than it fluctuating between 50 and 200.
Hey guys, if want to watch some racing Im racing in the LFS oneGP championship today and its being broadcast live on New Dimension Racing TV so if your stuck from some real racing to watch before the F1 again next week feel free to cheer me on virtually
My Formula Racing team mate, Hibex, is fighting for the title and Iv been close to wins a couple of times but have disconnected once and crashed out once whilst leading so we are both looking to maximise points which follow the F1 scoring system.
Id like to see the addition of a couple of new ranges and individual cars:
- A series of racing saloons possibly based on existing FXO, RB4 and XRT of a similar spec to BTCC/WTCC (inspired by BTCC servers). They'd have less downforce, less power and smaller diam/width racing tyres than the GT class of cars.
- A series of le mans prototype sports cars (1 open, 1 closed, at least 1 diesel) that could be used in conjunction with the GT cars to make a 5 car GT racing field for a le mans type series.
- A classic car from the late cross ply tyred era (60s/70s). Either sports or formula car with very original setup options (ie not many). Would prob need chassis flex modelling to be accurate.
If it's ever implemented for the manual cars devs should make sure the new gear doesnt engage before the hand has even got hold of the gear stick like in the vid.
For me custom views are faster in the formula cars, I like to set the camera a bit higher so I can see more of the front wheels and get a bit of a better view of the road ahead. As im over 6ft1 (bout 1m85-90) Id argue my custom view is closer to my reality than the forced cockpit view. Average F1 drivers are 5ft7ish.
Running at a large FOV (60-70sdeg) on a 19" monitor massively restricts how far ahead you can see accurately. For this window through which we view the racing world to be accurately deep (ie something positioned 100m in the distance looks the size on screen it would in RL) an FOV of more like 20-40 would be more accurate but this is too restrictive as you cant see whats alongside you.
I totally agree with your first point george. Not sure what you mean in your second point...
Another problem is that in RL we dont see a strung together series of solid images, we interpret vision as a contantly changing interlaced image. Real eyesight could probably be approximated into something alot less than 100fps. Reality, however, is still more accurate as it is correct at any given point. When displaying in digital frames per second equally split up there will always be a period after the new frame that is inaccurate, and becomes increasingly inaccurate until the new frame appears, that could be viewed and misconstrued by the user. For this reason, more fps = less inaccurate information.
Its an age old argument but even if you cant tell the difference in general smoothness there will be times when that crucial extra frame (in braking zone or turn in or when wheel to wheel) that can make all the difference. I find the higher the FPS the easier it is to drive, especially with the highly responsive cars like BF1 and other formula cars where turn in response times are many times quicker than the road cars.
Maybe a better idea for the suggestion forums but here goes...
How about an option in the online join screen that allows you to pick a skin from a pre made selection that are from a particular BTCC or other series season? IE these are the only skins you are allowed on that particular server. The car types could also be a part of this selection process.
As the track is how it is I would avoid those kerbs, especially when racing. They are there as punishment to people trying to cut too much but unfortunately as Hibex showed me last night you can ride them straight and suffer little damage on most occasions. This is what Scawen should address IMO, not the damage caused when cutting over them. In the meantime I wont be risking it them.
I agree, however, that normal kerb then grass would probably be better here as a deterrant to cutters as dirty outside tyres would lose alot of grip in the left hand section. The downside to this though is that at the start there is no emergency runoff and increases the likelihood of a T1 pile-up if someone runs slightly onto the inside on lap 1.
The Bf1 is affected massively when following another car closely at speed in LFS.
I have no way of knowing if the effect is overexaggerated but from what Iv heard from real F1 drivers over the last few years complaining about the 2 second gap I imagine it isnt so far away from reality.