yeah i forgot that one. It's half updated now, as in the format's right, but i need to so some extra processing on them to make all hostnames work well. Will do soon.
All this talk about the new patch has got me jumping for joy! With all this new programming I think 0.6A (or Z30) Is going to be one of the biggest steps forward since S1 to S2. And now that limited setups are going to be implented in the game, I can go into a race server without sucking so hard because I am using a default set.
And I also agree with Amynue about the preview vid. How about a 2 min vid comparing the new physics with the current ones?
I think it would be much better to upgrade the physics engine to such a high level, where you have to use realistic setup settings to be fast (even if you have "unlimited" setup options), and not to force racers to use realistic setups if they aren't good.
!!!This is especially true in the case of FWD cars!!! Now you have to set their front suspension very stiff, use locked diff (actually welded diff in real life, or "poor man's LSD" ), and make the car turn with full throttle. This is very unrealistic (even if it's fun ). So I think it's not a solution to limit the setup values, the physics have to be updated to handle this. (Limited setups are good, but for other purposes, e.g. to race with more equal conditions, and to give chance for those who don't like messing with setups, just want to race.)
I hope this is what Scawen is working on (at least partially).
Host option seems to be a good solution, but what about statistics on LFSW? one of options will hurt other. Introduction of separate statistics for each of options don't sounds good.
You mean like there are people "leaving" LFS now because of the unrealistic setup options (and setups)? Let them. It will undoubtly attract new users as well.
I used this drivers too, and I don't have any problem to configure them. You need to adjust some parameters but can be succesfully. I don't see the point to LFS devs, so nVidia 3D drivers are what convert the 3D render in stereoscopic render.