Made the BF1 have 580 bhp (older GP2) by giving it an 11% intake restriction, and +88kg weight added to equal the 688kg weight (with driver). Turned traction control off, and tweaked the setup a little bit and the car is pretty much driveable, and lots of fun.
All you'd need to sort out is a bit of tire issues, and change the grooved tire texture to solid slicks and you almost have a GP2 car right there. Only other difference visually would be the engine cowl gills on the bodywork, and the sharpness of the nose really.
Perhaps a crazy idea for a league? I would try, but LFS is dying on its' last drops with all these old cars, old generic racing, and handicap-modded grids to try and make something "new"... it just doesn't seem like it is worth the time. But making GP2 skins does .
It was back up yesterday, but ermm, MotoGP re-runs were on. I dunno if they aren't allowed to broadcast F1 now anymore (TVU ppl), because it kills just before a show starts.
Germany and Europe (Spain) are perfect options to have chosen, which was the answer .
Sorry that stupidity got in your way. For one, it isn't a test track, and if you knew they'd be calling it the European GP (in place of Nurb), it is not hard at all. Even if you didn't know that, matching shapes is kids stuff. These questions aren't rocket science, or trick questions... just easy money.
Excited to see this race. I think Hamilton wants to leave his mark, he has the ability to win it. First practice is looking good so far. Dunno about the weather, forecasting is saying it will rain.... through into the weekend.
I'm thinking Hamilton, Raikkonen, Kubica, Massa, Alonso for Top 5 finishing order in the race.
Practice Results: 1st Practice 2nd Practice
It is gonna be shown at the Ferrari dealer over here (Ferrari of Silicon Valley)... they bring lots of new releases and rare cars around here. Saw an F50 GT and some old rare classics . Maybe I'll get some pics of it.
The problem with buying teams on the basis that they have a new chassis is the performance so far of the drivers in that car. I wouldn't bet on Torro Rosso for the life of me with Vettel and Bourdais behind the wheel. They just haven't done well at all.
Sébastien Bourdais ------ 7 Ret 15 Ret Ret
Sebastian Vettel -------- Ret Ret Ret Ret 17
Sure you can have high hopes for them to even finish, but the chances of scoring good points is so low.
Bumps don't make a great track, the LFS tracks just need better designs for driving. Elevation changes help, but even a flat track can be incredibly good if it is designed right. After a while, I find many ways a lot of the tracks can be designed better to improve the driving experience in LFS, as well as making them a whole lot more technical when pushing on the edge.
There are too many fast corners that don't take much effort in LFS, and the few corners that are slow and require precision are always the best for racing (eg Turkey's last chicane), like Fern Bay and parts of South City. If we just had tracks catered to being like the classics of LFS, but made for bigger cars, things would feel a whole lot better. Else the S2 tracks just lack character and uniqueness with 'legendary' type designs.
Simplistic corner designs, that are very basic are too common these days. Nowadays we are seeing much more radical and interesting shapes of corners that really push the way of thinking for the designer and the driver.
Though most modern tracks look very geometric and have neat designs, I'd much rather take more classic approaches to track design that are evident in a lot of earlier circuits (50s-70s).
Stop using blurred shading and glows on edges, it doesn't look good imo. You can make a proper vector illustration without, and use purely vector shapes and proper stepping techniques between reflections/highlights. Vexel doesn't always need to use such preset effects, you should typically do them by hand, and not around objects, else it will look like blurry 'love portraits' you get at the shopping mall.
And technically, a vector illustration is not 100% vector if you use such feathering. Each shape has to be crisp to be a 100% vector illustration. Yes it is still 'vector' on your program, but a vector print has a small amount of unique colors. Gradients within vector shapes are OK, but the problem with feathering and making shadows is if you want to increase the size of the entire artwork, those effects you made will change appearance, which shouldn't happen in any vector illustration.
Uhh, go 65mph in the XRT and take a moderate corner, just like driving on the highway (our speed limit). You don't feel snappy and start feeling on the edge of sliding like in LFS.
I am not speaking how I feel FYI, don't get on the negative side of things without even knowing for yourself. This has been a common problem in the tire physics since DAY ONE of tire temperatures, and even after the most recent 'grippier' update, cold tires are still not taken into account completely.
Hell even if I drive an RX7 with standard road use tires, completely cold and go out on Laguna Seca to drive, I am not sliding incredibly loose. Think about the rubber already on the track as well. Among other things, autocrossing on any run of the mill type of tire, typically at a dusty and oily parking lot course -- complete opposite of a racetrack... you don't go sliding out. This is all with casual to moderate driving speed - not "stunts" as you call it. You can be gentle in LFS on cold tires, and still feel the slipping... under acceleration is the worst especially. I can't stress it more that cold grip is terrible in LFS... watch the forces view to understand, and you'll see red bars everywhere proving that there is 100% or greater slip under so many different kinds of loads.
And no, I am not going to waste my time making a video just for you... unless you want to buy me a video camera? Besides, I am not going to sink my teeth into some typical LFS debate with video comparisons and the god awful note of "RL" :rolleyes:. Quite surprising after 2 or more years, people still believe the physics are fine in LFS, and continue to detract change.
New menu is cool, but why is there a picture of a DoN rallymobile? (eg Slicked car jumping in the dirt?)
New replay system is great and all but there is one problem. The mouse-activity to bring up the timeline is a bad thing for Shift+U mode when people make their own camera movements. If you want to move the mouse in that mode, the timeline pops up, which interferes with movie making.
Perhaps a button like a carrot symbol [^] to hide/show the menu would be effective, or if spacebar would bring it up (more intuitive). Either way, the timeline gets in the way when using Shift+U.
Not talking slick tires here, road tires. Even in cold weather and cold tires, you can still grip the road just fine. Which is why LFS confuses me to hell when cold tires during an average day can be so slippery?
Excessing skidmarks are still drawn, squealing sounds, you name it. The car will feel tail happy at the slightest twitch. No matter what setup, you still can't alleviate ultra slippery cold tires in LFS... rear wheel drive cars are the worst. It's a big problem, and never liked this 'tire warming' method of trying to make the tires grippy. It just sucks. Even with low-locking front end diffs on the RB4, it still cannot turn a tight circle with cold tires.
Tire tempurates need to be reworked entirely anyways.
Ever driven on the lowest tempurature (idle temp) road tires? There is no way in hell that they'd be so slippery. I want to see this fixed, and yes road cars shouldn't have the tires warmed up.
To be honest, I have always felt that the "pre-warming" of the tires in LFS is currently a way to hide or ignore the flawed cold tire physics.
There are so many of these things around the world, they are all essentially the same. Cockpit frames/shells made to look like an F1 car, with just a modern day racing sim set up inside.... nothing special.