The online racing simulator
S3 Price?
(101 posts, started )
S3 Price?
Since I joined when S2 was already out, I noticed that if you had a license in S1 when S2 came out, you could get a discount. S2 was nearly $50US. I was wondering if there would be a cost to S3. Hopefully not, if you have an S2 account. 50$ is what some guys pay for the big name games.

Just thought I'd ask.
Every part of LFS costs 14 Pound(right word? )
So if you have paid 50$, it was 25$ for S1, and 25$ for S2, so S3 will cost 25$
Quote from Sven Menkhoff :Every part of LFS costs 14 Pound(right word? )

nope, it's £12 "per part"

for a S2 license: £24
for an S3 license: £24 + £12 (so a upgrade from a S2 license is £12)
#4 - jspec
Quote from CH33TAH : 50$ is what some guys pay for the big name games.

They are "games". LFS is the real thing
S3 will be 12 pounds if you have S2, 24 if you have S1 and 36 from scratch.
LFS is the biggest bargain I've ever had in PC software, YEARS of fun for £24.!!!.
S3 will cost more, who works long hours for nothing?.
Break the cost down over time and the price is a joke.

not a fanboy just know a bargain when I drive it
Quote from CH33TAH :50$ is what some guys pay for the big name games.

Bare in mind how little development them `big name` games get compared to LFS. You'd pay them big name game prices for every version which is about the equivalent of LFS' free physics patches if not less in development from the previous version.

Keiran
Hi guys!
I just bought the game 2 days ago. When is S3 comming out? Has any date been set yet?
Nope, S2 isn't finished yet, but welcome to LFS, and enjoy your stay - LFS improves all the time, so it's not just a case of waiting until S3.
I'd hazard a guess at 2 years + until we see any sort of public release regarding S3. Alpha or Beta.
that isnt really good. the S2 cost very much right now. anyway i hope that the prices will be lowered some time (when the S3 will be out, for example, the S1 will be 8 pounds). i buy softwares very rare, (the last was the Starcraft in 2005, for 990 HUF (about 1,90-2 pound). its not so good, that its so expensive (and that the S1 are no longer sold), that might be easier to buy it, and both the demos (several more cars and tracks) and the devs (some + money) would be happier
The price for most people is very reasonable. Some countries it is expensive, but the devs can't be blamed for that. And being an online-exclusive piece of software, the devs can't really lower the price for certain regions; especially since abuse of this would be extreme.
lfs is the great racing simulator and keeps getting better with every patch.
what i'd like to see in the future is more real cars (like m3 or impreza or maybe a lambo) with improved physics, crash physics ( crash into a red road barrier with 40 km and you'll be flying). anyway it's worth the price we pay.

buy nfs underground and you'll be bored in a few months. buy lfs and keep happy racing for years because it's not a game.
Quote from ZORER :lfs is the great racing simulator and keeps getting better with every patch.
what i'd like to see in the future is more real cars (like m3 or impreza or maybe a lambo)

Licenced cars aren't gonna happen.

Quote :with improved physics

The physics are almost spot on now.
With how much enjoyment I have gotten from LFS I think the current price is a steal
Quote from duke_toaster :Licenced cars aren't gonna happen.



The physics are almost spot on now.

there is always room for improvement. you know, dual cpu's are getting cheaper and most of gamers will be using duals when s3 will be out.an extra core making physic calculations would give the developers more room.
i think these things will happen anyway.

by the way , it's a bit dissapointing not to have licensed cars in a simulator that we love to drive.
I agree I would LOVE to see some licensed cars but I'm certainly not going to let that stop me from driving. The game is simply amazing and the more I get into it, the better it becomes. I was very dissapointed at first with the non-licensed cars but I couldn't really care less now.

any idea when the next update to s2 will be?
Quote from turbo4door :I agree I would LOVE to see some licensed cars but I'm certainly not going to let that stop me from driving. The game is simply amazing and the more I get into it, the better it becomes. I was very dissapointed at first with the non-licensed cars but I couldn't really care less now.

any idea when the next update to s2 will be?

:iagree::iagree:
Quote from turbo4door :any idea when the next update to s2 will be?

There are some test patches out now (we're up to U18, and they just unzip into your LFS folder, but as they are test patches you might not want to try them in case they contain bugs or changes you don't like in their current implementation), so I'd hazard a guess and say within the next month we'll get a new patch (V). But, and it's a big but, there are a few things going on in the patch that may means it's an incompatible patch in the end (hotlaps deleted etc), so we might have to wait a little longer whilst a bunch of incompatible stuff is done at the same time (balancing, better aero, that sort of thing - don't quote me I'm just giving vague examples).

So it might be in August, it might be a bit later - depends how bored Scawen gets or how annoying Leo is.

I must stress that ALL of the above is unconfirmed dribble from me - I have no inside info that may make you think otherwise, and if you have to wait 6 months for a patch then it's not my fault - I'm just guessing a bit.

Just read from Scawen that V is intended to be compatible, so it probably won't be all that long. Whether it's a month or two (or more) depends on what Scawen wants to do exactly, but I gather it's pretty certain V will be compatible (i.e. no changes to physics or anything that would intefere with replays, setups, online racing, hotlapping etc).
Quote from duke_toaster :Licenced cars aren't gonna happen.

Uhm, we have 3 licensed cars. illepall

Although, I do doubt that any major companies will get their cars in LFS.

A while ago when I was working on another project I approached Vic about the way they went about getting their licenses, and they don't contact anyone and ask anymore because it only led to dead-ends. All the licensed cars in LFS are there because those companies contacted Scavier and asked for their vehicle to be put into LFS. (BF1 was a little different, though.)
Quote from turbo4door :any idea when the next update to s2 will be?

Changes in THIS TEST PATCH (U18) :

List of games screen allows sorting hosts by clicking column title

Language support :

- Added "DAMAGE TO %s" separate from "%s DAMAGE"
(e.g. "DAMAGE TO FRONT" and "MINOR DAMAGE"

- Noun / adjective order (tx_noun_adj) may be set to "an" or "na"
(e.g. Cloudy Day or Day Cloudy)

FIX : U17 weather buffer was too short, causing strange text to appear

Changes in TEST PATCH U17 :

New track selection screen :
- Allows track browsing before load
- Configs and weather are translatable

New path draw for game setup screen and in game
Roll function added to SHIFT+U free camera mode
TV camera, CTRL + arrow keys change zoom and roll
When first run, LFS defaults to desktop screen resolution
Updated Commands.txt document (parameters for new functions)

FIX : Reverse driving in hotlapping mode now invalidates HLVC
FIX : Mandatory pit stop is now not allowed to be on final lap
FIX : A player in pits could be forced to spectate at end of race

Changes from U to U16 :

New LFS script system :

- Place text file of commands xxx.lfs in script folder
- Then script xxx.lfs can be run by typing /run xxx
- Note : CAR.lfs is run when you select CAR e.g. XFG, BF1
- Note : autoexec.lfs is run when LFS reaches entry screen

New commands added (useful for scripts) :

/fov [degrees] - field of view
/ff [0-200] - force feedback strength
/axis [axis] [function] - e.g. /axis 2 throttle
/invert [0/1] [function] - e.g. /invert 1 brake
/button [button] [function] - e.g. /button 5 shift_up
/key [key] [function] - e.g. /key Q handbrake
/head_tilt [degrees] - 1g head tilt
/lateral_shift [m] - 1g lateral shift
/forward_shift [m] - 1g forward shift
/vertical_shift [m] - 1g vertical shift
/say [message] - same as typing a chat message
/echo [text] - show text only on local screen
/spec [name] - same as spectate [name]
/ctrlf [num] [text] - change text e.g. "ctrlf 1 hello"
/wheel_turn [degrees] - specify turn angle of controller
/press [key] - simulate key press
/ctrl [key] - ctrl + key
/shift [key] - shift + key
/autoclutch [0-1] - turn autoclutch off / on
/gccut [0-1] - throttle cut on upshift
/gcblip [0-1] - throttle blip on downshift
/axlaps [num] - set autocross number of laps
/view [fol/heli/cam/driver/custom] - select view

IN A SCRIPT : //comment - this line is ignored
IN CHAT BOX : //xxx - short for /run xxx

New file associations system :

SPR / MPR / SET / LYT files can now be opened directly.
In Windows, right click and set them to open with LFS.

Double clicking a SET or LYT file copies it to its folder.
Double clicking a SPR or MPR file copies and runs the replay.

Interface :

Skip intro option is now very fast (avoids loading track)
Skip intro option renamed to : Load track when starting
Unlocking S2 automatically sets to skip intro (quick load)
Scroll bar added if more than 7 players in list of players
Start New Game / Join Specific Game : Added ENTER key
Game setup screen : ENTER key - joins race / sets ready
Game setup screen : now shows local and UTC (GMT) time
Misc Option : 12 hour or 24 hour format selectable
Misc Option : Show time instead of FPS in-game
Hold CTRL+SHIFT in-game to show time instead of frame rate
Car picture can now select the car (not just text)
Cleaner replay start - avoiding flashing entry screen
SHIFT+S when spectating now goes directly to garage
Clicking join with no car selected goes to select car screen
Garage when not in race now shows spectate and join buttons
Can now use /spec(tate) X command in game setup screen
Added rename function for car setups

Views :

Custom views are now stored in data\views folder
Custom view settings are now separate for all cars
Separate mirror offset for custom and internal views
Internal mirror offset limit increased to 400 mm
Draw driver / wheel option added to custom views
BF1 / FO8 show virtual clocks if wheel draw is switched off
Maximum value reached marker added to virtual pedals
Single seater car shadows now visible in custom views

Controllers :

Axis, button and key assignments stored in .con files
Sequential shift automatically used for single seaters
Separate shift help settings for sequential and shifter
All steering wheels default to separate throttle / brake
Non-wheel game controllers default to combined thr / brk
Controls setup screen now shows the currently pressed buttons
Wheel turn minimum reduced to 90 degrees (for sticks / pads)
CTRL+F1 to F12 text keys are all now assignable to buttons
Car's steering wheel turns now shown in steering settings

Misc :

Added file docs\Commands.txt - listing ALL commands
Updated... docs\Autocross.txt - for new functions

Restricted areas and route checkers added to autocross
New car data output files (press letter O in garage)
Welcome / Tracks filename length increased to 31 chars
Realistic speedometer based on drive shaft speed

InSim : MCI packets are now available in arenas
InSim : IS_RES qualify packets sent even if not in table

FIX : Rare crash in blue flags calculation
FIX : Unlocking LFS now works on Windows Vista
FIX : Driver's body optimisation was too sensitive
FIX : RCM now has priority over race finished messages
FIX : Formula dash live settings now work in custom view
FIX : OutGauge now works on remote cars / MPR / external
FIX : Clutch pedal was not shown in controls setup screen
FIX : Mip bias setting was wrongly affecting in-game text
FIX : Changes were lost when selecting in car / custom views
FIX : Spectate after autocross run caused "Unknown finisher" message
FIX : Starting LFS with /join command, needlessly loaded last track

This all will go to next official patch and Scawen is working on other things....

Multiple custom views per car
Separate FOV per custom view
Button to set custom view to cockpit position
Auto creation of colour files (while still allowing AI colours)
Virtual mirror for follower view / chase cam
Replay rewinding / forwarding
TrackIR 6DOF support
ESC menu in MPR
What they should do is get rid of the requirement to have S1 to get S3. Otherwise they run the risk of not getting US sales since the game will be 36 pounds which is approching $60 which is too much for many causual racers. Keeping it around 45 US should be the target, if not less. Note this is just a US perspecitive...
Quote from ZORER :there is always room for improvement. you know, dual cpu's are getting cheaper and most of gamers will be using duals when s3 will be out.an extra core making physic calculations would give the developers more room.
i think these things will happen anyway.

by the way , it's a bit dissapointing not to have licensed cars in a simulator that we love to drive.

Well I think the major improvement for S3 will have to be graphic engine.
Somethinng around DX9/DX10.Will be pretty hard staff for Scawen though.
Quote from TheRealEddie :What they should do is get rid of the requirement to have S1 to get S3. Otherwise they run the risk of not getting US sales since the game will be 36 pounds which is approching $60 which is too much for many causual racers. Keeping it around 45 US should be the target, if not less. Note this is just a US perspecitive...

I agree to some point but devs have to pay from something all the stuff around.Hardware for webpage,LFS world,forum and MASTER SERVER + internet connection for all thse feature.And bet on that they are not running it on regular net connection you have to your home.These things are pretty expensive.

S3 Price?
(101 posts, started )
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