When you get old, your reflexes become slower. Maybe your grandad thinks you drive recklessly because at that speed, and with his reflexes, it would indeed be dangerous. And it's understandable if he can't imagine others reacting faster than him.
No one here has seen you drive, but your grandpa could be right, you know. Suppose there was a car standing still on the road, just around the corner. You'd have had no time to brake or swerve. The fact that the car can take the corner at a certain speed doesn't mean that it's always safe to do so.
I agree that the timelines should be improved. But IMHO they should be placed early (halfway the straight or a bit sooner), so you have some time to inspect the split time before you prepare for the next turn.
Another problem is that the reverse config uses the same timelines. For instance, on SO2 (Sprint 1) there is a timeline at the start of the flyover. That's fine, but in the reverse direction it's at the same spot (= close to the braking point). I've often missed a turn because I was still looking at the split time.
Look, it's got the radiator grille of a BMW! (A water-cooled electric car?? illepall)
It's easier to control/improve emissions in one large power plant than in 1000s of small car engines. Plus, it reduces pollution and noise where it matters most: in the city center.
or D) Curse CTRA and go racing at ConeDodgers, where ratings are disabled, and where all your LFS buddies have fled.
Perhaps it would be a good idea if a sub-standard rating would gradually go back to the standard value (over 2 weeks time or so). Compare it with bans: bans eventually expire, and so should a negative rating.
But suppose someone drives like a moron, finds he can't join races anymore, and then wants to be a good citizen and raise his rating. How would that be done? Or is he doomed to single-player mode forever?
Yes, one thing the devs won't want is to be drawn into discussions about unjust ratings, or to be flooded with requests to "correct" someone's rating.
If it would be self-driven, then the errors that the system would inevitably make (LFS can't tell who caused the incident, only who was involved) can't be corrected manually (because there's no human interaction). That means that the admins must keep a large safety margin when they deny access based on the rating. Thus, you may still encounter morons on the track.
Is there any documentation on the encoding that LFS uses when writing player names to a RAF file?
I thought I had this working correctly in LRA, but some recent RAF files -- generated by patch Y22 -- seem to use a different encoding. (Maybe the encoding changed because of the support for Asian languages?)
Cosmetic flaw: In the Setup info, the damper values are shown in different units for front and rear (Ns/m vs. Ns/mm). For suspension stiffness there's a difference too.
Distance is not the driven distance (which is indeed slightly different if you take a different line). It is a way to measure how far you are in the lap, irrespective of whether you are on the inside or on the outside of a turn.
When I compare two laps, I want to compare what happened at a certain place on the track (e.g. the start of a turn). Where do they start braking, where do they apply throttle, etc. I'm not interested what happened at a certain point in time, because if one lap is much faster than the other, the drivers will be doing different things, e.g. A it still on the straight but B is making a turn. This is why I made LRA to always plot distance on the X axis. If you want to know where a driver gains or loses time, you can see this in the time diff graph (discussion here).
The LFSW analyser can do both time-based and distance-based graphs (using the Sync button). F1PerView also does both types of plots, and it has a time diff graph. AnalyseForSpeed has an entirely different approach: it ignores distance, and compares only by time (with, iirc, the possibility to synchronize cars). It is also purely for playback of the laps; it does not plot graphs.
Quite possibly. But that would justify a high price to buy it. Instead, they decided to sell a product as if it was a service.
Don't think so. The only recurring cost they have is keeping the servers running, and fixing the bugs. Those are their only obligations. New content is not part of it: it must be bought by the subscribers, at a price that should cover the cost of development and licensing.
Neither should you count new releases in it. AFAIK there have been no promises about new features. Plans, yes, but no guarantees. Suppose that, for whatever reason, development of iRacing goes the way of nKPro (i.e. none). People who bought nKPro at least have the consolation that they can keep the sim that they paid for. With iRacing, you'd have the choice between continued payment of your subscription, or losing all of it.
Many people look at the price of iRacing and at how much fun it will be to play it, then decide that for them it's worth the money. I don't. I look at the pricing scheme, see that it bears little relationship to the cost that they must have made to create their product, and I get the feeling they're trying to swindle me out of my money. Decision: no thanks.
If I could buy iRacing for twice the price of LFS, I probably would. It looks like a very good sim. If it was three times as pricey then perhaps I still would buy it. But you can't buy iRacing. You can only rent it.
Then get the hell out of there. If you don't enjoy your job then I can guarantee you will get a burnout before you're 40.
A job can fulfill several needs:
- to earn enough money
- to enjoy themselves
- to do something they are good at
- to help other people
- to find self-realization
IMHO one shouldn't expect to find a job that will fulfill all of them. Instead, you can look for a job that leaves you enough free time. Time in which you can chase your other goals in life.
I think two issues are being mixed up. One is that LFS has imaginary tracks, the other is that the tracks are too smooth. Both points may decrease realism and immersion. Laser scanning is supposed to solve both, but I wonder which issue is most important.
LFS only has imaginary tracks. Instead of binning them, is it possible to increase the variation in surfaces, with the help of some automated tools? Or do people simply want real-life tracks, and is laser scanning a quick way to get results?
Dunno. I like the general idea, but I can see quite a few problems:
Many servers won't take part in the rating, because they do a different type of racing: autox, drift, cruise, banger, rallyx, drag, ...
Private servers will probably not take part either, because they select their visitors in a different way.
You will possibly need separate ratings for road-going cars and pure race cars (or saloon cars vs. single-seaters).
There is a danger of elitism: if too many admins require a high rating, then newcomers can't find a server that accepts them, so there is no place where they can work on their rating.
If the rating is to be widely used, then it should make few errors. (In iRacing you have no choice but to mind your rating, even if the system makes errors. But LFS is more democratic: if the rating is faulty, the server admins will stop using it.)
For technical reasons you can only analyze single-player replays. Multi-player replays have a low sample frequency: they contain the state of each car (including your own), sampled 4 times per second. That is not enough for a proper analysis.
There are 4 analyzers. Besides AnalyseForSpeed and F1PerfView, there is the Hotlap analyser on LFS World, and LRA.
It DOES run the game. It runs the replay in LFS, which is installed on one of LFSW's own machines. The RAF is then saved, and made available to the analyser.
The SPR contains the car setup and the driver inputs. When you run the replay, LFS re-calculates everything, including damage and fuel usage. (This is why the fast-forwarding SPRs in the new test patch works so slowly. The situation at time T is not stored in the SPR; the only way is to re-calculate everything, from the start of the replay up to time T.)