It wasn't "implemented" through clutch temperature. I'm guessing that because of the way you got hit the clutch was the weakest (only) link in the chanin, so it slipped and overheated. Once the rest of the damage model is implemented, I'm quite certain the rest of the car will fall apart as well, possibly leaving the clutch a-ok (but resting in a field somewhere).
It's not as clear cut as you seem to think it is. In the lower/middle range AMD is the clear favourite right now with the HD3850. I'm also not sure what you're referring to with the G100 as I haven't heard of such a thing. There's the G92 on which the 8800GT is based, and then there's the D9X on which the 9X00 series will be based, but that's merely another refresh of the G80 architecture (much like the G92 is). Nvidia won't have anything really challenging the 8800 Ultra any time soon (other than the dual chip 9800GX2).
It doesn't use the same cores for graphics. That probably was Sony's intention but they seriously overestimated what they'd be able to do with the Cell (It lacks most of what makes GPUs fly, texture-units and blending hardware comes to mind). So, they added the RSX (mostly a bog standard 7800GTX) upping the cost considerably.
The Cell may be a powerful chip if given the right data to work on (It's a ray-tracing beast for instance). The problem is that games just can't take advantage of it without some serious engineering effort. Unless you're developing exclusively for the PS3, or are developing middle ware (Epic comes to mind), very few game developers can allow themselves to put in this effort. And when you don't put the extra effort in, the Cell becomes a pretty pathetic excuse for a processor, roughly equivalent to one of the 3 cores in the 360 (which also suck compared to a reasonably recent x86 processor).
Scawen is working on translations for some Asian languages. We have already established that. Other than that, I don't see how that's any of our business? I'd go nuts if I was Scawen and had thousands of people clawing at my windows to know what I was up to today.
You could, oh I don't know, try them before jumping into a huge argument here on the forums? The fact that you've barely even tried the LFS clutches at this point just boggles my mind. What has been the point of discussing this with you the last twenty-twelve pages if you don't even know what you're complaining about? How can you just take some random complaint you've read here as gospel and then engage in a huge discussion about it?
Of course it's a compromise. Every damned thing in a computer simulation is a compromise. It's always a balance between resource usage, development time and final result. The real question is; is it good enough in most cases encountered when racing? Also load and tire pressure most certainly is part of the simulation right now. You don't need a dynamically sized contact patch to simulate that reasonably well.
The best way to contact the devs is through this form: http://www.lfs.net/?page=mailus It may be a day before you get a reply though, it's too late today I think.
Also, have you forgotten your password on this forum too? That is your web-password if I'm not mistaken, and you should be able to log in to lfs.net with that password.
Well he'd have to prove he is who he says he is first I guess. I doubt the devs just send this info to any old guy posting here on the forums. You can easily stumble upon a computer logged into the forums and post as him.
I think those two are more or less mutually exclusive these days. To be compatible with everything you'd need so many layers of APIs and crud that you wouldn't be able to turn around.
Okay, we get it. The guy's kwaizy. I still find this kind of public ridicule a bit tasteless though. Don't you have better things to do with your time?
An armed society is a scared society. I don't want to live in a world where the reason people respect each other is because they *might* be carrying a gun.
As far as I've been able to gather the guy behind RDKF, Mark Healey, is a mate of Scawen's and he helped him out with some (probably physics related ) stuff with the game. I don't think he took a big part in the development.
EDIT: I see now that Mark also worked on Black & White so that's where they know each other from I guess.
We're getting closer to that with every hardware revision. AMD is working on Fusion which will incorporate the GPU in the x86 ISA, Intel has that whole Larrabee thing that no-one really knows what is but expects to be a GPU-ish monstrosity, Nvidia have their own GPGPU thing (CUDA) they're certain will change the world and Sony/IBM has the Cell which, barring a few brain-dead design choices, is more or less what CPUs will end up looking like in the future.
At some point all this will merge back together with the CPU under a standard ISA, thus making graphics APIs and drivers little more than standard code libraries, and all will be well in the world again. (Until the next accelerator fad finally manages to grab a hold in the market. Anyone for PPUs?)
Well here's my anecdote: I've had plenty of problems with ATI drivers for a number of years (Radeon 9800), just as I'm having some now. ATI's reputation for poor drivers isn't completely undeserved. That said, I've had my share of problems with Nvidia drivers too (their GLSL compiler sucks donkey balls), so all in all it's a toss up. Drivers suck, period.
What a load. The people writing drivers now are exactly the same people writing drivers before. If there are in fact more problems now than before (seems about the same to me), that's purely coincidental.