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Zen321
S2 licensed
Quote from marakol :i feel i must go away from game

No, stay here.

Don't worry about most of the answers here. People have a bad life, and they just appreciate the few moments in which they can feel superior : aka when someone speaks a worse english than theirs.

I, as well as others, appreciate your attempts, and I bet it is not easy since you did not learn english at school !

I think you also need a better connection, but don't give up the game just for this

Good luck ! And you are not a dumbass, you have more balls than many more people here, to stand up against of crowd of laughing cows even if your speech is not clear.
Zen321
S2 licensed
Quote from DevilDare :please tell me how on earth are you planning to simulate the "uphill" and "downhill" parts? plus, dont you think using barriers is little stupid? if u touch it, it sends you flying.

Tracks have elevation in case you didn't know

As I told, the most important corners will determine the type. In my layout (which only takes places on a part of KY3), the hairpin, the long-arsed U-turn and other S's are downhill if you go one way, uphill in another. These are, I find, the most challenging corners when you run on this layout. And the lines and apex, braking points, effect you get on the car (understeer or oversteer), are different, which makes them either uphill or downhill.

For instance, you'll be likely to understeer in a uphill corner (less weight on the front), while you'll be likely to oversteer in a downhill corner (less weight on the rear), with the same inputs.

About the barriers, I did not have any other option. If you crash hard enough in a guardrail in a real mountain road, you'll find not flying over the track but down the cliff, the end is the same : end of the race and DNF in the better cases. If you hit the rocks that are on the other side (provided there are any), then you'll ruin your car, the result is, once again, the same : end of the race and DNF.
The Mountaing Racing League - prototype and suggestions ?
Zen321
S2 licensed
Hi every one !

I don't think this has been posted before. Anyway, please let me introduce you to what have come to my mind here.
After thinking about some statements that LFS gets boring because of the same cars in each class, around the same tracks all the time, and with the high desire for more challenging tracks, I came up with the idea of organizing a "new" way of racing following the following concepts :
- close racing
- high challenge
- intensity.

So now I will present you the league I would like to see in LFS.
Because a picture equals 1000 words, a movie equals much more, that's why I invite you to watch the trailer I made for it, which you can find on this link (14.56 mo) :

http://www.megaupload.com/?d=9HUZGMUJ

Now, before I throw to much time on it and risk that people won't be interested in the project, I would like to have your comments (any kind, please be honest and sincere ).
I, because I unfortunately can't do it on my own, am looking for some fellow members that will help me administrate it : a server to run the league on, some people to help me make/design the layouts.


The Mountain Racing League


General purposes and tracks

This league is meant to offer a new experience for racing in Live For Speed. The main idea is to allow people to face each other on narrow, twisty and dangerous tracks, to simulate the thrill of mountain racing. The layouts will follow the general path of the track and include added corners/chicanes and modifications of the original corners. The tracks will be designed to be around 7 meters in width (between 6.5 and 7.5 meters) to simulate a true mountain/countryside road. They are meant to be raced in both ways (uphill and downhill), but not at the same time, since the roads are only wide enough for one 7 meter path (you can think as uphill and downhill as standard and reverse configuration). They will be designated as downhill or uphill regarding the elevation changes in the most important corners, not the straights. Some layouts won't have any predominant trend, and they will be considered as cliff roads.

The tracks are made using barriers (long for the straights and smooth corners and small ones for more tricky corners where : red = outside limit and white = inside limit) on one side of the road and a runoff area on the other. Be aware the marshall symbolizing spectators are placed at the other parts of the track where cutting is beneficial, in order to prevent this kind of behavior.


Cars

The close racing experience will be provided by the main rules of the league. There will be 2 main classes (with 2 subclass in the smallest class). The basic main rule is that every road car is allowed in the races, from UF1 to the FZ5, and every car has to be equipped with "Normal" tires at front and at rear. This is meant to enhance diversity of contestants, diversity of skills, and to exacerbate each car capacities (while the FZ5 will be extremely good in straights, it's cornering abilities will be extremely lower than the average, which will be the opposite of the LX4, for instance).


Classes

Below are some informations about the different classes :
- Class 1 : Sunday Driver (cars allowed : all road cars / tires : mandatory normals / setup : Road_Going from Bob Smith)
-
Subclass 1 : Wanabee racer (cars : UF1-XFG-XRG / specificity of the setup : Open differentials).
-
Subclass 2 : Speed addict (cars : LX4 - TBO's - LRF's).

This class is more for fun and event warm up as seeing cars with bad handling and a lot of bodyroll is enjoyable to watch.

- Class 2 : Licensed Mountain Racer (cars allowed : all road cars -UF1-XFG-XRG-LX4-TBO's-LRF's / tires : mandatory normals / setup : free)

This class will be the main class of the league, and is meant to give a chance for every car to compete against lower powered or higher powered with more equal chances. Of course, some cars will be better on some tracks than on others, but I think the general balance can be acheived using this system.


Race system

Due to the nature of the track, each race event will be divided in runs that will oppose no more than 2 racers at each time. I am thinking of two way to make the races work : either a race where two of the people start on the same line, and the first one to pass the finish line wins. Or, one racer starts ahead of another one for one run, and for the next one, it will be the opposite way around. The gap between the two drivers at the end of each race will be measured, and the leader with the longest gap wins the run. What I am thinking at the moment, is to apply the second solution for races in the Class 1, because it is less dangerous and more appropriate concerning the handling of the cars ; while the first one will be for Class 2 because a much more intense race is expected.

The rank in each event will be a pyramidal system (like in soccer after the qualifications) without any qualification. Each driver will have a first run against a randomly sorted other racer. The winners moves to the upper stage while the looser is eliminated. You gain point by advancing to the next stage. The points add themselbes to each other
e.g. : 1st stage = 0 point / 2nd stage = 1 point / 3rd stage = 2 points / 4th stage (winner of the event) = 4 points.

So, let's say there are 8 registered drivers in the race There will be 4 stage (1st = quarter finals / 2nd = half final / 3rd = final / 4th = winner).
4th stage (winner) : 1 driver with 7 points.
3rd stage (finals) : 1 driver with 3 points
2nd stage (half finals) : 2 drivers with 1 points
1st stage (quarter finals) : 4 drivers with 0 points.

I have not yet set the points system, and it will be subject to improvements when I will have beta tested the league.


Point system and events

For each event, there will be a training session of 1 hour before the official start of the event, no qualifications. The layouts will be made available some days before the event, for further practice.

When registering for the league, each driver will have to choose whether he wants to compete in the uphill section, the downhill section, or both (please note that cliff roads will be raced on in the two sections regardless if you are registered in uphill or downhill).

The point system will work like this. There will be separate points for uphill and downhill, as uphill is more favorable for high powered car, while downhill offers a more balanced experience.

Total points in the league : Total points of Class 2 races + [(percentage of Class 1 racers if Class 2 racers is 100)/2]% * Total points of Class 1 races + Points of bonus events.

- Total points of Class 2 races.
The rank in each event will be a pyramidal system (like in soccer after the qualifications) without any qualification. Each driver will have a first run against a randomly sorted other racer. The winners moves to the upper stage while the looser is eliminated. You gain point by advancing to the next stage.The points add themselbes to each other
e.g. : 1st stage = 0 point / 2nd stage = 1 point / 3rd stage = 2 points / 4th stage (winner of the event) = 4 points.

So, let's say there are 8 registered drivers in the race There will be 4 stage (1st = quarter finals / 2nd = half final / 3rd = final / 4th = winner).
4th stage (winner) : 1 driver with 7 points.
3rd stage (finals) : 1 driver with 3 points
2nd stage (half finals) : 2 drivers with 1 points
1st stage (quarter finals) : 4 drivers with 0 points.

I have not yet set the points system, and it will be subject to improvements when I will have beta tested the league.

After each event, the points earned at the event will add to the other points the drivers will have for the league.

- Total points of Class 1 races

This will work the same as above, but only a percentage below 100% will count in the league. I expect less people to join those races than the Class 2 races, that is why only a percetage of the points here will be added to the total league points. For instance, if there is 16 drivers in the Class 2, and only 8 are registered for a Class 1 race, the the multiplicator for class 1 points will be of 25% (8/16*100/2). If the total points after multiplication are decimals, it will score to the above half number (if the score is 4.3, then the points will be rounded to 4.5).

Those are bonus points, and while it is mandatory to be registered in the Class 2 to run the league, Class 1 is entirely optional.

- Total points of misc. events

Other events might take place a day before the race, and these are only bonuses. (I suggest you sign in, so that at least it will help you familiarize yourself with the track).
The nature of those events need to be thought of, but there will be likely to be "Uphill timed attack with the FOX" and "Show drift runs".
- Uphill timed attack with the FOX : The name says it all : the drivers will be classed by time.
- Show drift runs : 3 judged runs : Downhill, Uphill, and the drivers chooss whether Uphill or Downhill for the last run. Judges will determine the best scores.

Be aware that in those events, as opposed to Class 2 and Class 1 races, you always earn points for participating, even if you finish last. This is to keep a fun mood and allow racers to let the steam of before the official races.


Misc rules

- Crashing someone into the barriers on purpose is not tolerated and will result in you losing the run. (Forfeit)
- Having at least one red damaged suspension or rolling will result in losing the run. (Forfeit)
- Getting a penalty by the on-tracks marshalls is considered as if you killed a spectator and will result you in losing the race (Forfeit).
- You can not start the race, untill we have verified that your setups matches your class requirements.
- Pitting out an interupting a race will make you automatically lose the event.
- Some more to come.


______

Here is, for now what I think about. Please comment

If this is interesting enough, I might consider launching it for real. What I would need is people to help me with a server and some spare time to work on the layouts, help me think about the point system and other rules.
I would also like some volunteers to beta-test the regulations with a beta-event, seeing if this league idea is possible.

The layout you see in the video is an homemade layout for KY3. It took me around 3 hours of work to find the right spot where to do it, put all the objects with precise distance from the border of the track, changing some corners, and smoothening the all process. There will, of course, be more layouts for the purposes of the league

Thank you for reading



Last edited by Zen321, .
Zen321
S2 licensed
Quote from scania :
25% of 1000ps & 100% of 100ps, which is higher?
?

25% of 1000ps = 250ps
100% of 100ps = 100ps

So for now, the standard engine still is 2.5 time more interesting
Zen321
S2 licensed
Quote from bbman :WTF? You know there's an inventions called search engines? The most famous of them, Google, has even one specially dedicated to search images... The cars are found, they even have a whole page in the LfS Wiki, so you already know their names! Now how hard would you think it is to just type their names into the search engine and how long will it take to give you 1 million pictures of exactly that car???

May I thank you to remind me what I already know. The OP never stated "Hey look how smart I am ! I found the comparison". I am really ashamed to not know what the FXO RL counter part looks like Maybe because I have, let's say, other things to do than look at Google Images ?

The OP summarized the comparisons in one post, which was very useful and let me saw what they looked like without having to type something on Google after checking its name on Lfswiki.

Before you get pissed, read my post entirely, smart-alleck

@March Hare, you are totally right, I don't approve the insults said by the OP. But you can't also disagree that extreme teasing can lead to extreme reactions due to frustration. I just wanted to point that if people where friendlier toward each other, there won't be such arguements and the whole mood will be better and friendlier
And nicely done for the "Right back at you". I did not address my post toward you especially, and especially less now, that you seem to understand my sarcasms
(However, the guy aboce you seem to fit perfectly my description. *sigh*)
Zen321
S2 licensed
Quote from March Hare :Now NoYP, I suggest you read the thread again and check who is calling who names. It's all light hearted conversation untill someone starts calling others idiots and retards. There is not one comment directed against RS1T untill he starts name calling. Yes there are a few sarcastic remarks but it's only to be expected if you don't use the search or check the manual.

Actually, I have never seen such pics that shown a comparison between the cars IRL and the cars of LFS and it is quite useful because, in my very humble opinion, not anyone know what an Opel Astra Coupe (FXO base), looks like. At least, it was not my case untill I saw this thread. Please forgive me to have a life and not having time to spend a couple of hours per day trying to find the appropriate version of each RL car that has inspired LFS.

It seems that a lot of people (I would even risk to say : most of the people) here are whiners that love complaining all the time. If they do not complain about how slow the dev process is, they complain about other people's threads. I can understand this for the Improvement suggestion parts, where some suggestion are, let's guess, funky, but more and more the General Discussion forum is being polluted by people who don't find any new suggestion to b*tch.

Please also forgive the OP, who dedicated his time to the community by making some pictural comparisons between LFS cars and RL cars.

But wht shocks me the most is that people use the concept of sarcasm as a pretext to show how smart-arse they would love to be in real life, but simply don't have the guts to do it. Sad.

Also, why don't you guys complain about 3 different people that post 3 times a similar post ? You should tell them to use the search function to see whether they add something new and interesting to the thread, as you seem to excell in this

By the way, most of the posts in this thread share the same spec : their uselessness only has as a counterpart how unintersting their authors are.

Keep thinking you are cool guys You will live happier.
Zen321
S2 licensed
Quote from DragonCommando :wrong. :/

Heavier wheels will always reduce the performance of a car, increasing the weight of the wheels will not add traction to the tires, for that you need high performance tires.

This is more true on rough tracks where there are alot of holes and cracks. Lighter wheels = less mass to rebound, which means the tires stay in full contact with the ground for a longer period of time. Which gives you more traction.

Sorry for not detailing my explanation, I was in a hurry.
You are right when you say it doesn't help tire to produce more grip.

However, heaviers wheels have a higher inertia so they it requires more torque to make them move (spin around the axle).
Zen321
S2 licensed
Quote from scania :But..... NOS in NFS is not a really NOS!!!!!
NO SYSTEM CAN CHARGE POWER BY DRIFT!!!!!!!!!!

Come on man...
You know that NFS is not meant to be realistic.
I'll stop the useless arguement with you here because you don't seem willing be clever and smart enough to see the obvious that I and other people on this thread are stating.
Zen321
S2 licensed
Quote from Gills4life :I like the comparisons anyway. However, I fail to see how the UF1 looks like a daihatsu trevis and is not an almost exact replica of an Austin Mini.

I think that it is because the UF1 has got more rounded shapes than the Basic Austin Mini.
But I am sure that Scawen, as a good englishman, was inspired by the Mini.
Zen321
S2 licensed
Quote from scania :NOS in NFS just a on/off system, but KERS NOT!
You can have your choice how the power output--Max output in a stage or keep it Continuously under a lower output, that means you can let the kers not be a booster, you can let it push the car all the time with low power output!
You need to think "how to use this power"

e.g. the you need to spend 10 sec in the longest strige way, if you set the KERS power output can keep power supply more than 15sec, that means the KERS will supply power all the time, not just a booster

Not in NFSU2 (the game where your add setup options similar to LFS). You could set your NOS on a function where extra power depended on duration (more duration = less power let's say 9 more HP sec / Less duration = more power like 25hp/second)
Zen321
S2 licensed
Quote from chavm481 :its not nos, its stored energy recovered from slowing down.

I did not say it was NOS, I said it would be like NOS. Same effect : press on a button to have extra power to the wheels.

And it will be like NOS in NFS, because it will recharge on its own through the track (well through braking).
Zen321
S2 licensed
Quote from scania :but NOS won't recharging in the real life
and NOS can't set the output curve

God, do you know how to read ?

I never said NOS IRL !! I said NOS in NFS
NOS in NFS NOS in NFS NOS in NFS

KERS in Live For Speed will be like Nitrous Oxide in Need For Speed. IE : Same feeling, same method.


Now you understand ?

And with the NOS, you can adjust the output curve very easily : just play on the solenoid size. Smaller = less more hp but longer time / Larger = more hp but shorter time.
Zen321
S2 licensed
Quote from Bandit77 :What I'd say.



I also like this one. Cool link, by the way.

... and if LFS wasn't entertaining, I wouldn't play it.

If you didn't like racing or cars, then you would not play LFS. That's why a lot of gamers don't play it while they play NFS
Zen321
S2 licensed
Quote from tikshow :Kers in LFS = NOS in NFS, so thanks, but no

It is a metaphore dudes.

NOS in NFS : temporary boost that recharges when you don't use it.
KERS IRL : Stored energy recovered from braking fills a "tank" that will apply some more horsepower to the engine in F1 GP (according to the FIA "no more than [insert hp here], for no more than 6 seconds per lap).

So : KERS IRL = NOS in NFS

I am really sad that the F1 is being dominated by political and ecological views since the European parliament stated that "motorsports have to be a showroom for future environmental-friendly technologies". This is gonna turn F1 to a ChampCar like with a push-to-pass button, and not only the skills of the drivers coupled to the balance of the car.

Shame on the EU !
Zen321
S2 licensed
I know what Scawen thinks, don't worry, and I can perfectly understand his view and his arguements. I am just telling that one day or another, he will need more people if he wants the sim to go further. I can understand that he wants LFS to be his baby. But having two more people help him code, and help Eric design will not male them lose their baby, if they spend the same time (sometimes more), etc
Zen321
S2 licensed
Quote from AndroidXP :This, good sir, is a wrong assumption that has led to many failed projects and bankrupted companies. Throwing more people at a problem doesn't solve it faster, though granted, at such small numbers there would definitely be an increase in development speed (but less than double).

The point is, however, that Scawen knows very well how things could get done faster, he just doesn't want to employ someone and have all the management hassle that comes with it. After all, this hassle was the reason he left Lionhead and started his own little dev team, consisting only of himself as coder.

It is a wrong assumption when you reach number of people sufficiently high to counterbalance the increased returns in scales. (the Iraq war is the perfect example of it )
But for numbers that are below ten people, every increased in input leads to high increases in outputs, simply because 3 people can not work on all the aspects of the sims at the same time.

It is a management choice of Scawen, which is perfectly understandable as managing a little team = more control over the actions of everyone, which simulates a higher quality control which leads to a product of better quality. I don't know whether there is a hierarchy between Scavier, but if there is none, hiring 3 more people working as the sidekick for each member of Scavier will not compromise the whole LFS project.

By creating a hierarchy between Scawen and his sidekick coder, Eric and his sidekick modeller and Victor and his sidekick grapher, they will still have the quality control they have now, but twice as much "labour force" to complete their projects.
Zen321
S2 licensed
Idk if this has been suggested before, but I actually like the idea
Zen321
S2 licensed
Quote from Crashgate3 :The server can already implement intake restriction and ballast weights, so although you can't increase HP, you can enforce a lower HP on certain cars.

I'm guessing though you mean like a version of LFStweak, but managed by the server so it stops people using it to cheat? If you run your own server, you *can* use LFStweak on it, and others can use it too as long as they use the same tweak settings. There's a thread here in General Discussion from a few weeks ago where people asked if it was legal (this one's using slickmod, not LFStweak but the principle is the same).

Woohoo, thanks, you quoted my thread :woohoo:

Quote from scooped11 :liek i sad if you readed good :
host can put a minimum and a maximum HP

Sadly, you just took what I suggested some monthes and days ago in another thread
If you think well : If the max hp is 210, people will use 210 no matter what. And since there's only 1 way to acheive 210 hp regarding the torque/power ratio, then everyone will have the same preset from each others, which won't make the game more diversified, sadly.
Zen321
S2 licensed
Actually I would be for increasing the dev team. Basically, adding 3 more people would reduce the development time by 2.

Of course, the development cost would be higher, but as suggested in another thread, selling the track banners as advertising space would create a base source of income, which would mean the devs' wealth would not be only linked to subscribers. Finally, new content in LFS will touch enthusiasts of this particular content and will result in new subscribers.
If the development goes faster, then you will have new enthusiasts faster.

Just look at how many new people have joined the LFS community since drift started to appear. Just my 2 cents, but I've learned about LFS by searching drift game or drift simulation on the web. I could discover its content and enjoy the thrill of racing which I only do now.

So basically, while Scavier develops some features, a new dev member/team could work on new content (such as Oval racing or Drag racing) and attract new customers, like Grampa Bubba J said (no offense, just a joke grampa ). More income for the devs.

Additional members to the dev team will be mandatory at one time or another, because they are now starting working on more complex stuff, which will take longer to develop. And as most of the new customers come when LFS is patched, this will delay the time between each wave of massive subscription. So, more devs will reduce this time, and make the new dev income less random.
Zen321
S2 licensed
Quote from Ilpav :I would like to see more realistic gear ratios that the cars would have in real life. A good example is the XFG. In 5th gear, at 100 km/h it does 5000 RPM (on the default "road" setting), how is that even close to reality?

Some cars like the RAC have pretty realistic ones because they rev pretty low.

No mph here ^^

I don't think it is that unrealistic. I had the 'chance' (let's say opportunity ) to drive a Peugeot 205 Gti (or at least the version with the highest specs) and the gearbox was really close to it. The sports versions have shorter gears

Besides, the Hardtrack setup isn't a setup that you would find on stock cars. It has been lightly tuned for learning to race. Try Bob Smith's Road Going pack, and you'll find it closer to the FF hatches you're used to drive IRL
Zen321
S2 licensed
Quote from duke_toaster :So it would be for single seaters only or would it need lots of body parts to select?

Sounds a bit better, but the jury's still out on that one. It's not on the other proposal, it's just if it's going to happen.

Well having it for road cars as well could be interesting, but a pain to choose as you mentionned.
However, with SS only, it could be an interesting step as well
Zen321
S2 licensed
Quote from V3NOMOUS :Never Heard of a sarcastic post I see.

Never heard of a sarcastic reply I see.
Zen321
S2 licensed
Quote from duke_toaster :
Skeptical about that one, sorry.

Well, actually it is kinda hard to explain.

What I meant is add like a new car called : "???" for instance or "CUS" for custom. Once in the setup editor, you will have more choice. Before "tuning" (like in LFS = optimizing your car), you have other options to create the base of your car : you choose the chassis and its dimension (widht, height, length (SS or road car), the position of the engine and its specs (displacement, number of cylinders, architecture, the the bore/stroke ratio which would define horsepower/torque ratio under capped values -realistic ones-, if there is a turbo or not), the suspension type, the number of speeds in the gearbox the dimension of the tires, their compound and their position relative to the chassis, between different panels of different materials (for the design and the weight of the whole stuff), aerodyanism parts. (basically what every race team does when they build a car from scratch).
Under those tabs, you will also have the standard "tuning" tabs we have in Live For Speed.
If you do two different setups with two different looks, it means you change cars within the CUS class.

I agree that we can have the fear of the noobs building funky cars, filming them and putting it on youtube which will result giving a bad name to LFS. I agree this is the worst fear we can have about this. I agree also that it is not my favourite suggestion.

But seeing how long it takes for Scavier to create a fully functionnal car, people will have to think it long enough to make it good. Once again, only a few league would authorize these cars, and would be able via Insim to define capped values for their servers (like the regulations of the FIA).
This way, people would stop requesting all the tims and arguing which newt car would suit more in LFS. This can be hard to accept, as a suggestion, regarding the risks it holds, I have to admit.
And I sincerely prefer the two first I have quoted before .
Zen321
S2 licensed
Quote from lizardfolk :No, stupidest excuse:

"Where does it state I have to drive forward?"

http://www.raceauthority.com/r ... lookup.asp?ReportID=20401

Lol obviously this guy must be american :P It is the only country in which I saw some people sue companies because they did not stated that (for example) putting a hamster in a microwave hoven would end up really bad

Well my best excuse for the moment, even if I did not cause a major crash (some bumps and spin other cars), was that sometimes my G25 went off the table and stayed in my hand. With the force, it threw me backwards, so no more access to the pedals...
Zen321
S2 licensed
Quote from polepositiondriver :
Pros it would be good to see a few new cars but then again I couldn't think of what style. You have done a very good selection, you have the FWDs, F1 cars, AWD, race style cars and the RWDs

Well actually there is a lot of different cars that could be added to the game. For instance, not all of the NA RWD cars handle like the XRG, and not ALL of the rwd turbo cars handle like the XRT.

The game has got a good selection of cars already but I think this could be improved again. For example, the basic idea of LFS was club racing, that's why the devs could add more road cars. I would like to drive a FR NA RWD car that is lighter than the XRG and has more power as well. People will say : don't bitch around, there's the LX6. The only problem with the LX6 is that it actually handles more like a midship or a RR engine due to the weight repartition than to a FR car...

I am for two kinds of modding :
- People design cars and tracks and then submit it to the devs (or at least a supervising team directly under the devs' command) which would judge whether : *It has not anything to do with real cars (for copyright purposes) | *It adds something new and interesting to the game (for instant LMP would be a very great addition to the game).
- A "from scratch" class where you actually design your own car and its specs using different parts that would match the LFS' spirit. This would allow leagues to set up their very own rules for the cars and allow more freedom while preventing abusive use in standard servers. Hey, as an example, the host can choose between a serie of border values for settings or can prohib the use of certain or all parts in order to make the people build a car allowed by the rules. If the cars has any value above or below this regulation, he can't join the race/server. Hey people will fear that it would be like LFS tweak. But come on, with tweak it is very hard to make a working setup for a car, so the powah freaks won't gain anything by doing something that has 3000hp. It is easier to create a very good setup than to do a driveable fast tweak.
FGED GREDG RDFGDR GSFDG