Its true. If you're on the track, you still have the same amount of "grip", so to speak. i.e. being on the marbles doesnt make the difference it should.
You only have less grip when you touch the grass. LFS doesn't have anything like GTR's LiveTrack (more grip on the racing line) yet. So that list is allright. Very well done!
I'm curious about the "Deformations of rolling tires that affect handling" column. All those sims listed are using slip angle/ratio based models, i.e., lateral force is a function of slip angle. In that case, every sim shown there is modelling tyre deformation.
Perhaps that column would be better titled "visual tire deformation?" Keep in mind the physics engine can be doing one thing while the rendering system is doing something else...
That's the way LFS does it right now I think. Physics wise, it simulates a good enough feel from high/low tire pressures, as well as high/low camber levels. HOWEVER, with high cambers for example, the tire deformation is still being done... in a way it doesn't look right, becausee the outside edge of a tire with -6 camber is so easily pulled inward, just the same as a tire with 0 static camber. So, I suppose it is a visual effect (well it has to be). Because even witht he suspension telemetry, you see the tires changing camber and stuff, but the tires aren't deforming on that screen either.
Still, I do think that column about "tire deformation affecting handling" applies to LFS, no doubt. Just the visual aspect is something completely different apparently.
Probably I'm guessing by how many G's the driver sustains = death. I don't think it models vital organs in the driver But you can get a great idea that the organs turn into a milk shake of the body cavity after a certain amount of G's the driver is put through
It says that in LFS the doppler effect isn't implemented, isn't that just when your camera is stationary and the car goes by coming to it's sound is higher pitched then when it passes you, isn't that in lfs?
It is said that some Indy drivers have survived +100Gs in some crashes, uninjured... I wonder how much of a role safety plays there, and how much luck does for you.
dave purley used to hold the record for the highest g forces when he crashed the lec f1 at silverstone, 107 mph to 0 in 26 inches, 179.8 g !, head on into a wall, not sure if its still the highest
he recovered but sadley died in a plane crash off the coast of bognor regis
They list whether sounds are sampled or not. in lfs they are not sampled. that is a plus. it should be a "green no" in that field.
The doppler effect is ok, there is no reason to "hardcode" it, it is pretty easy to code especially since the sounds are rendered realtime and there is not a wav that needs stretching/compression.
The 26 inches you mention, it's the distance traveled... by what?