ghostcar isn't a object of the gameworld, so it doesn't have physics, but yes, you could write an application that makes a pacecar appear on everyone's screen if everyone runs that program. It'd look mostly like a normal LFS car. But actually it's easier to just make the admin drive the pacecar himself.
There are still some sound-sources missing.
Listen closely to onboard footage and you'll hear the engine sounds which we can approximate nicely, the gearwhine which sometimes fits, sometimes doesn't, and some other influences, most propably resonance from the chassis, and of course the obvious noise sources of things in a racecar that rattle, the occasional burp from the engine when off the throttle, squeaking brakediscs and dampers, etc.
Just a wild guess, but I think a simulated plain metal sheet (linear differential equotation of second order of three variables) with the correct constraints would propably deliver good results as a resonator. Though it'd propably need a lot of work to deliver something lifelike...
Give your engine sounds a few days time to settle. Everytime I listen to my engine sounds I think of something to improve. Then I save them and the next time I think of something different to improve, etc.
Also listen to some onboard-footage to see wether you still have the right things in your mind when editing.
By the way, the comparison of real life versus LFS makes me think that LFS's gearwhine is a bit off. I can hit the right pitch and volume, but it still sounds very monotoneous. No matter the muffler-settings.
Now that's pretty nice.
I had a go at it and it is a very powerful tool. I managed to achieve good results without using a software equalizer in a very short time.
I'll show a comparison when I've spend a couple of hours on it.
But honestly, Scawen, where did you get the idea for *those* settings?
Exactly that's what I mean. You can digitally learn which line to drive. But you shouldn't learn where it's safe to brake or where you can accelerate. Real life will be different from that.
My personal tip:
Don't "learn" it with a videogame. Use onboard-footage to memorize the corners. Drive it with some sim once or twice to see wether you remember everything well, but don't burn down 20 laps in any simulator, it'll hurt your perception because of the deficiencies of the game.
For onboard-footage: www.renn.tv
There's no such fine thing as a 3.6 litre engine in the rear of the car going straight for the left wall before the So1Rev-chicane while you are trying to somehow make the car not crash .
I love the boat.
Same here! In the STCC heats I'm always nervous in fear that Jakg will take me out!
No serious, I like it when I'm getting nervous. Shows that I enjoy the game.
Look at it that way: Your body is trying to put you in a condition of best awareness. Alright, it might be a bad idea to put your arms into condition to beat someone down when you're trying to balance a FZ5 - but all in all it's an enjoyable ride.
You'll need to increase the screen resolution in LFS. Small step-by-step tutorial:
1. Rightclick on your desktop-background of windows. Select 'Settings' from the menu.
2. Select the index card 'Settings' and remember the numbers it says under 'resolution'. Mine says 1280x1024. Also remember the color depth. Mine is 32 bit.
3. Exit that dialogue and start LFS. Click 'Options' and then select 'Screen' on the left side hand.
4. Select the resolution and color depth you remembered.
If that isn't satisfactory yet, increase the desktop resolution in the dialogue under step 2. If the process fails because your monitor can't display that resolution it'll reset itself after 15 seconds, so it's fail-safe as long as you don't panic and click around wildly. If you found a higher resolution your monitor can handle, select it in LFS using the method described above.
If the above was successful you might want to think about increasing image quality further using antialiasing and anisotropic filtering, but that would be a longer guide.
Hope that helps.
[Edit]
About the necessary time for a skin: This FZ5 skin was made in one evening using the GIMP. If you have an idea it really doesn't take that long to execute it - even if you have to do difficult aligning.
Also, I made a simple skin on request that used only basic color-schemes, as on a real semi-pro racecar. That was done in 2 hours and gave a pretty cool club-racing effect.
@Herki: Yes, saidly. But watch out for the LFS LeMans-Server. One of the allowed classes is LRF (LRF+FWD+GTR) and it's usually a lot of fun.
Most public LRF servers run pretty boring combos. I usually drive my FZ50 offline.
I'm always considering starting a FZ50-only league so you can drive the really difficult tracks with the boat without caring for balancing problems.
That's Sprunghügel at the Nordschleife. Almost all cars catch some air there. Here's f.e. said Turbinchen taking a similarly tyre-saving route through that section.
Here's another game that takes up some concentration. It's excessively simple, but from a neuro-biological point of view very interesting.
My score is 45 seconds with my trusty touchpad.
When I play that game I keep reading "273 hp" as in horsepowers and think 'sweet '...
Then later I read "20000 hp" and go "Wait, something's not quite right there illepall " until I remember it's supposed to mean hitpoints...
Though 20000 horsepower would explain why they are almost unstoppable. 5 upgraded towers and quite some upgraded watertowers weren't able to stop them.
Get's my support. Some designs: Here's the Raeder Lamborghini Gallardo (listen to it here - great sound!), the Alzen Porsche 996 Turbo "Turbinchen" and the ZakSpeed Dodge Viper GTS-R ViperJet.
That cover's them all. Front, mid and rear engine.