Is AI driving on rallycross tracks always disabled for car mods? Maybe there is a chance it could work acceptably for lower power cars.
I don't know what is the rule for standard LFS cars regarding this. Is it based on tyre availability and power-to-weight ratio? Or is it just hardcoded after some experiments?
Assuming flat road surface, with a solid axle the only camber (relative to road) change you get is from tyre deflection. With trailing arm there is camber change from suspension deflection (body roll), therefore it may be much bigger. FWIR camber thrust (change in lateral tyre force) is modelled in LFS tyres, so I think the handling with trailing arm is different from how real solid axle would behave.
Nice to see someone using LFS on Linux. Do you use LFS on Wine with DXVK?
For me it stopped working correctly with standard Wine (stable, 6.0.2) during current test patches (probably with the changes to car shaders). It works with Proton (Steam), though. I haven't tried standard Wine with DXVK applied manually yet.
I don't know if you could infer anything reasonable from this kind of instructions and photos of model parts with a ruler. https://www.super-hobby.co.uk/products/Lancia-Stratos-1977-Monte-Carlo.html
These models are probably not very accurate, but you could cross-check the data using models from two or more manufacturers. They have many photos like these on that site.
Considering maximising the possibilities, it would be good to have both tarmac and dirt available in a single configuration. Layouts with transitions between surfaces could be built more easily then, without for example the need to construct paved parts from concrete slabs on a dirt-only area.
For more realism and to make things interesting, there could also be areas on the outskirts with procedurally generated bumpy tarmac and bumpy dirt, and maybe even some larger scale undulations on dirt.
Now i think "the last things on the list" might include the (in)famous new tyre physics. If I remember correctly from old comments, the possibility of a version with new graphics and current (old) physics was not ruled out completely, only something best avoided if possible.
Based on hints scattered through Scawen's posts from last three months and May progress report, I'm now really confused about what it is that's going to be released. I guess that's part of the plan too.
It's interesting to read about some details of LFS multiplayer implementation, the interaction of network communication and simulation of remote cars, especially.
Does LFS extrapolate the steering inputs of remote cars (for simulation, not visuals)? Or does it only use constant steering inputs from the last network packet for a given car?
Please consider allowing co-drivers (with seats) in GTR cars. We could pretend they are rally cars and this wouldn't be totally unrealistic. For example, XF GTR is quite similar to 2-litre kit cars from late 90s and more powerful GTR cars may be thought of as part of R-GT group (https://en.wikipedia.org/wiki/Group_R-GT).
It's probably not that. The question was about contact points, that is how the game checks if a given wheel touches the road or other objects, and at which point(s). There are probably only 2 contact points per wheel. https://youtu.be/A3Ue0w6b33A?t=70
Yes, I know there are both direct and indirect (ambient) shadows on the screenshot that I posted. What I meant is that the shape of the indirect shadow is strange, like there were holes in it around the wheels. The parts that may be considered indirect shadows from only the wheels (?) are too narrow and on the outside. BTW, the shapes of indirect shadows are probably not changed from the current public version.
Car shadows are not affected by atmospheric fog. They look a bit strange from a large distance, but I don't know if it's a bug or is as intended for this patch. The quote below might suggest the latter.
Probably not, because it switches LFS into Shift-F mode.
I played with this program months/years ago and was able to run it now. With LFS TV Director GUI you can switch the current car by clicking on the list and then the driver name is shown at the bottom in LFS - see the screenshot.
Even at low engine RPM, e.g. 2000 RPM, there will be only 3 physics simulation steps (0.01 s) per one crankshaft rotation, so there is not enough "fidelity" for pulsed engine torque.
For suspension we have Shift-L view, but maybe you meant something more advanced showing how the forces are transferred to car body etc. I vaguely remember some plans for suspension improvements being also mentioned a long time ago in connection with the tyre model.
I haven't tried it but maybe it's not so bad at least for someone who likes watching replays from trackside cameras. https://youtu.be/bLCZ1qo58S0?t=5m5s
Regarding the replays, it seems like Codemasters are more proud of showing side windows, mudguards and trees then their car dynamics.