Alright, I know this is getting out of hand, and I should really put this on Improvement Suggestions really.
But could driver/passenger modeler be included for movable objects? I think this is rather in distant future... but all of sudden I was thinking something about movable ballast for sidecar racing. Even another player moving passenger in sidecar action.
I think this topic is far too much about discussed in here, although so are several others.
Abortion is of course a murder, but reasons why abortions are still being done are extremely thin layer between black, grey and white areas. One perspective about this doesn't justify whether things should do like this or so. Humans have feelings... We feel bad when someone's life is taken away before it even started... yet we still happen to take out each others during wars, because we want so.
And then there is about innocence... religion... status... human race even... all of these reasons about this topic.
I am not the correct person about discussing this, but whatever is the reason, it should not be taken lightly about this.
As a YouTube consumer, I just use YT platform. There you can find various gems according to music. ( In a same manner as from SoundCloud for example, just different platform... and format )
Yeah, I did use a custom setup, for AI users ( AS4 ). It is like they are on throttle too long and attempting for perfect limit, which they fail on certain instances.
Hmmh... Of course, removing whole pit speed limit completely would not cause issues, or removing penalties ( which you can do ), but that is completely different story.
I am certain I will find a proper proof ( not soon I believe ), as what I believe is purely settings oriented, where AI seems not to handle certain settings enough sufficiently.
EDIT: Just in case IF this MAY be true, I added a setup here, it is happening exactly on this setup. ( Dont mind the name, I have so many stuff and setups that I had to rename it like this ) ( And yes, same car, Formula US 93, on Combo of KY3R )
It may happen on different courses as well, as well as FE4 IIRC
I have been a bit off, but yes, .spr incoming ( currently processing the race )
EDIT: Got it! It is not that much dramatic as AI is near the end of the pitlane, but there it happens. Depending on the car condition and where the pit box is, it varies. You also notice how they skip a pitbox.
Automatic = On when ignition is on / vehicle is on. Off when opposite.
Automatic 2 = Depending how dark area is sensoring, adjusting by %.
On = Always on when switched.
Off = Always off when switched.
Also, there are adjustments of how bright/dim dashboard is, excluding emergency switch, which is in some vehicles, always bright.
EDIT: About what self-lit should be.
EDIT2: I just noticed I misunderstood this thread a bit, my bad. Although not completely off.
I wonder if that can be implemented with while pressing clutch, because that's what you need to press first in most H-shifter patterns. Ofc, does not work with autoclutch.
TSX750, look that drifting! Could not focus anymore
EDIT: WIth R2, you can make even longer drifting. Made a lap with this combo, R1 definitely suits for being faster drastically, but only for 1-2 laps as tires are getting hotter.
Riding bikes are indeed improved, there is no more doubt of it.
"A new high speed model is used for speeds above 72 km/h
A special low speed model is used for speeds below 36 km/h
Models are interpolated between 36 and 72 km/h"
I would like to see an option to trigger this off/on for certain circumstances, such as driving fast track, which contains rather slow corners. Otherwise it is greatly improved.
EDIT: Yes I know, it is suggestion really... but it is so much integrated for this I could not see to report anywhere else, as driving itself is vastly improved.
Gear Debounce is like having a "clutch bomb". It's like when releasing clutch on bike at full throttle from absolute on to absolute off in fraction of a second, bike will lift up it's nose like a stallion. ( If there is enough power and being enough lightweight, that is. )
It seems to be more effective the more rpm you have. Very deadly on cornering. It is deadly on real life too, but it is quite exaggerated in LFS. ( Depending on the bike of course )
Bug Report: AI in KY3R can't find pitstop properly in certain pitboxes, they seem to attempt stop between boxes. Also some of the vehicles still manages to get pitspeed penalty due accelerating too much., such as Formula US 93
EDIT: As Confirmed, AI does exactly same on BL2 and SO6R ( Although SO6R seems to be happening a bit less often. )
EDIT2: AI on FE4, that is chaos. I suggest to check it out, lots of crashes literally every braking point. ( Also pitbox issue )
I have so far tested 562 different vehicles for AI in AS4. Depending on the mod and several situations, it is clear why tire physics must be finished. AI does not take any information about if vehicle is about to flip itself. I wonder, if that is the case in bikes which AI could go much faster if flipping is taken in practice?
EDIT: Now 598 vehicles. So far 3 vehicles can't make full proper lap in AS4, no matter what are the settings. But this is more like a mod issue itself and not LFS itself. 14 vehicles has several difficulties to make proper lap, but can still do decently.
( I am talking AI driving these with Level 5, PRO level only ) ( Furthermore, I am only using vehicles which SHOULD, supposedly do a lap by AI in this combo, as fast as possible )