I was playing around with the Live for Speed Physics and i wondered if someone might be able to add like car battery life and oil pressure(you have the indicators already)
I was thinking of it working on all cars and every like 50 laps on blackwood you would have to change it at pits, also to prevent like pausing game and pressing pit and get a new car, the game would save it. Just for an example.
Considering how long the pitstops take it wouldn't suprise me if they could squeeze changing all the spark plugs, fuel filters, air filters, oil and radiator water in there.
That would be really pro! Difficult to implement into the game I guess.. - Adding to that, If the car is cold, it does not run that smooth than after 2 labs for instance..
I think there is alot of other aspects that would be far more interesting because they would be more concerning in racing conditions. For instance:
- differential wear and damage, especially for the clutch pack
- brake discs and blocks temperatures and wear (and catastrophic failure under too much strain)
- fluid pressures (brakes, oil, etc., and possible loss of these due to damage)
- better engine damage simulation (cylinder failure, catastrophic failure, etc.)
- clutch wear (in addition to clutch temperature that is already implemented)
On most cars, if the battery runs too low to start the engine, you can still start the engine by putting it into gear and pushing or rolling the car down-hill. Then the engine runs just fine despite near flat batteries. Also, it will recharge (or atleast try so, if the battery is damaged and doesn't collect any charge) the battery as long as the engine runs. So, flat batteries probably won't be of any real concern in racing conditions.
Most of these things are too specific to be worth simulating.
You could just make it dependable on some variables, but I don't see how a 12 lap race should influence something like a differential.
However, what may be an acceptable solution, is to make it depend on temperature and time.
So if you were overreving the engine lots of times your oil temperature would rise too much, having certain effects eventually. (or at least make a significant top speed reduction)
Brakes could be done by braking time and input (max braking for a certain amount of time would ruin the brakes, although cooling it in the meantime would of course help.)
Cilinder failure or catastrophic failures do seem to random for me. We are all driving around in perfect cars, so why would there be inconsistencies?
If this would be a "build, repair and race"-game (à la SLRR), you could use this (wear and tear being the main factor).
BUT(!) in LFS we all start with the same car, in the same conditions.
How would you react if your opponent has 20BHP more than you because he has a randomly generated better engine and yours sucks?
That wouldn't work for LFS, or atleast until a multiplayer career mode is included. And we all know that is not going to happen.
12 laps? There are many organized 12 and 24 hours races, and 250 km and 500 km races too. Your clutch pack diff would certainly start wearing from these kind of races.
Brake temperatures should be relativly easy to calculate. When you brake, it is the momentum of the car that is transfered to heat energy, causing the temperature of the brakes to increase. If you know the speed and mass of the vehicle, and the heat capacity of the materials, you can calculate the temperature generated (or rather, the heat energy transfered). And there is off course some energy loss due to air resistance/drag, tyre rubber heating, and so on, that does not go into heating the brake disc and blocks.
As for cylinder failure, LFS is a simulator, and in reality there will always be inconsistancies. I'd love to see a realistic engine damage simulation in LFS. It is the non-specific engine damage in the current version of LFS that I don't like. I don't think any engines will just gracefully degrade in power output when it is over rev'ed (and otherwise damaged) as the engine damage simulation in LFS is of now.
And I did not mean random engine condition at race start in my previous post. Only that everyone start out with the same mint condition engine. But if it's abused, it degrades more realistically, such as cylinder failures and such.