Paint one on your wrist and take a picture of it.
The avatars are supposed to be creative or funny, so there can be no excuse except "I'm uncreative!".
Preload keeps the diff locked during no-power-no-brakes situations. Currently, when you approach a corner with no acceleration you are driving a open diff. The car was set up considering that the locking of the diff creates understeer. This understeer is gone in such situations. The car is oversteery. In real life it wouldn't be.
In LFS everyone started to 'stabilize the car on the throttle' by pushing the throttle to ~20-40%. That's a basic LFS-technique to lock the diff in all situations where you want to increase grip on the rear. In real life you'd decrease grip this way.
It's of no importance on Aston National. It only matters where you enter difficult corner-combinations when few acceleration/deceleration is required.
Just look at the diff and you know it's way off.
In that sense all LFS cars are unreal, but on the BF1 it's most apparent, because a real F1 car has a very sophisticated diff.
Oh, and our TC is way off too of course. I don't even have to mention aero.
Edit @ Testpatchthread:
I think Scawen knows very well that LFS is far away from being completed and that there is a long way to go. He is one of the persons who decide which way to go to 'LFS 1.0 final'. Of course other people will have different priorities along this way than Scawen does, and they will lay down their opinions and reasons for those. Why that is worth a 'this makes me sad'-post is beyond me!
Scawen wants to spend his time on InSim, I would have spent my time on differentials. No reason to go all .
I used the opportunity to do a few laps in the RAC.
1. I thought it was too soft and thus didn't react swiftly enough (BL GP).
2. I pretty often locked up the right front. Brake bias wasn't good - it took longer to brake and was more difficult to do properly than with a random WR set.
3. The diff wasted a lot of power out of tight corners by spinning the inside wheel. I could have used that power to accelerate.
4. Very unstable on no-power-no-brakes situations. -> Preload. Was better when I braked earlier and led the car into the corner on the power.
5. Nice handling off the limit, got worse the more I pushed.
...Which is contrary to typical WR sets. Those behave poorly if you're slow, but are nice and smooth as long as you push the tyres into high slip angles.
But thanks for giving me a reason to drive a few laps with the RAC.
That was the Südschleife. The Nordschleife's less known brother. It was considerably smaller and located just south of it (they shared the start/finish straight), so still in the same area with it's challanging elevation changes. There were a few big races on it, but the track was later destroyed in favor of the new Nürburgring Grand Prix track.
I like it. "LOL" is a perfect "disregard this, I have no clue"-indicator. It saves you time because you can skip posts immediately so you can concentrate on the useful ones.
When I criticise LFS I'm totally aware that I'm not the lead developer of LFS or something like that.
I just voice my opinion that LFS isn't the product that I want, but it's the closest I can find.
That shouldn't be read as: "Everyone who likes LFS is a zealot."
It should be read as: "I think there is room for improvement and I suggest a slightly different set of priorities."
Scawen won't care. I'm pretty sure. But I believe that problems need to be voiced so we can discuss things and come up with a solution, like somone linking to a game project that is being developed under different priorities.
It's an exchange of opinions about LFS. And it's definitely more productive than adding yet another Nordschleife-discussion to the improvement-suggestions forum.
By now I have voiced my opinion and explained it. Now we're merely discussing the usefulness of criticism.
Vain
[Edit] I want to add that I don't agree with XCNuse's priorities. I couldn't care less about graphics.
Here are a few video-pieces. First from the 70s, when the track was still sometimes used, but the tape ran out during the lap, so the author drove again there 10 years later, when the track was already in a horrible shape.
It's the same author as in the link above. You can click corners on the map to get to stereo-images of the corner.
The problem is that "will be" doesn't float everyone's boat.
I'm sure the differentials will be fixed some day. But the hope that some day LFS will be good doesn't help anything about it's current state. It's just very frustrating, I'll quit the ranting.
Of course not.
I never stop playing LFS because I'm done racing, but because I remembered how bad LFS is at it's current stage.
It sucks, but unfortunately there isn't a better product for my cause, which causes the frustration.
Considering it's poor content and development stage it actually has too much success.
Come on, where's the racing experience in fictional tracks, a temporary damage model, a temporary aero model, a temporary engine model, etc.
LFS is an early beta. A promise of a game to come. And that's the impression one gets from playing it. And that's very different from the 'ultimate racing experience'.
Thanks for the Quake-FOV link.
I'd love to see some kind of a 'progressive fish eye'-view. The idea is that the center of the screen, where you measure distances and relative speeds, should be an almost unchanged flat projection, but the outside, where you want peripheral vision, is distorted to allow you to achieve a high field of view while maintaining maximum detail in the center of the screen.
The editing was superb and propably the best ever seen here on the forums, but the choice of scenes was poor and the music didn't fit the editing well.
Here's a pic of me not only scoring a perfect hit on the truck-repair-shop, but also trying a new technique to shorten braking-distance of the plane significantly.
Oh, and does anyone else enjoy the checkpoint-racing? Even thoough the streets are crap it's a lot of fun because there are actual *elevation changes*.
I turned the game into a military flight-sim! I use the unsecured plane now to bombard the fields with cars!
My accuracy isn't good though.
My current strategy is to select a target somewhere in the middle of the track (a building, a bridge, etc.). Then put an unsecured car in the plane and start. Before reaching the target, speed up and open the cargo bay. Then point the plane to straight up into the sky and watch the car go down.