Thanks guys, I was just a bit tired that evening, therefore easily upset!
All's well really and I can't expect everyone to agree with our way of working. But just a reminder we do enjoy this work that we do and we accept that there are quieter periods while people wait for content and features. We didn't set out looking for maximum profit, but to be able to create the simulator we like. And gradually we work towards that, improving bit by bit all the time.
It is a funny thing getting older...when young many are just angry and confrontational all of the time...when older many just lack tolerance at times.
Most people here understand that you are not out to take over the world....in my mind you are a bit of a hippy...that is not meant to be derogatory in any way...I am nodding and agreeing with how you work as I have the same ethic. I do good work but do as little work as possible...
As already said...probably not for a few years yet.
I do think that a track editor would bring so many new players into the game now though.....and from what I can see when I look is that there are not enough players to provide entertainment and variation for extended periods.
Above all LFS is a great game that works and works well.
Scawen keep up the good work. I have tried a lot of other sim too and lfs is still the one I like. Sometimes I even wonder if there is an issue with me, why nearly everybody else prefer lfs physic, the feeling is so much better,I just hope the new model will not ruin that.
Sure the community has been fading away but mostly not for the good reason to my opinion! Comparing sim, it is also amazing how you stayed pure and not money oriented.
I really enjoyed the new Westhill and now I am having a break playing a teenager blockbuster on pc. I will go back soon to lfs!
Hi uncle Scawen...i was wondering, will you implemented a steering lock, more camber, rim + tyre size with simple slide setting like other set on LFS for the next release?
I mean there's a racer type "race, drift, drag, and cruise" (missing "rally" type) on website setting. It make sense to let user choose that option for specific needs. For drift steering lock are needed and drag need wide tyre for more traction..for example.
Shiori Azumi - what about dealing with cars you have? I agree that we could have a 'drag-specialised' car for example but I don't think we need to rework current cars because of that.
Isn't rework current car...it's like NTO have a steering lock and rim + tyre in different size, why not the tool are implemented to LFS like lfs texture converter from daniel-cro that implemented to LFS since its give a different experience and improvement to the LFS. im just saying...
Well a track editor can be a complex thing depending what kind of functionality you want to offer. Assetto corsa does this kinda well with their editor as you only adjust materials in that editor and all 3d-editing is done elsewhere. Just make it that the lfs editor understands the fbx format which is something that works kinda well with blender, 3dsmax and also racetrackbuilder (I'd imagine when that is eventually released). Fbx would also be a safe format in the sense that many tracks are already few clicks away as most of them are done in 3d modelling program that supports fbx exporting.
On the other hand doing something like a 3dsmax plugin would be just bad. Rf2 does tracks like that, assetto corsa uses fbx and there are probably 10x more tracks available for ac for that reason alone. I'm of course not really being neutral here as blender user but I'd definitely prefer fbx.
Personally I think it has been huge mistake to not have the 3d editor out by now. It would have kept lfs fresh, kept the online much more busier and allowed to sell more licenses due to new content being available and lfs being in the news with new 3rd party track announcements. It would have also kept lfs somewhat technologically up to date. The smooth and bumpless lfs tracks are more than couple of generations behind the curve when it comes to modelling the track surface or actually having one that is not flat plane.
Doing that would have also freed some resources for making new cars, improving the old ones (again graphically about 10 years behind the others) and coding new features. And in my personal opinion 3rd party tracks could increase the quality of the track content in lfs a lot. Overall the lfs tracks are kinda featureless, wide, flat and dull and 3rd party content would definitely help with that a lot.
There are (or were?) also many skilled 3d and texture artist here so not using their talents was probably the biggest mistake of them all.
A 3D editor is one thing but you need to make a ton of coding support to make it possible to do sharing and reading/processing custom tracks, path and "lightning" files. Replay processing. What else? Definitely a lot.
New Audio Option "Sound when window is inactive" (off / on)
Oculus Rift :
Reduced CPU / GPU usage by sharing scene preparation for both eyes
Fixes :
Some buildings at Westhill track were drawn using a slow method
LFS failed to resave custom textures found to be in wrong format
Using mouse wheel to change gear did not work properly at high fps
It would have been amazing and revolutionary 5 years ago, but at this point, it's done, implemented and a successful feature. IIRC, Kunos intended on doing it for AC as well (and still might, given AC is pretty well integrated into Steam).
On top of that, Workshop doesn't cost money for anyone to use, although I hope Valve does try paid mods again, as I think mod creators do deserve compensation for their work.
It would have been amazing and revolutionary 5 years ago, but at this point, it's done, implemented and a successful feature. IIRC, Kunos intended on doing it for AC as well (and still might, given AC is pretty well integrated into Steam).
On top of that, Workshop doesn't cost money for anyone to use, although I hope Valve does try paid mods again, as I think mod creators do deserve compensation for their work.
Mods are not intended to be a way for wannabe coders to try and mooch money off the developers of said program that they created a modification for. Mods are created from editing existing code that is already property of another person, just because you spent time editing someone elses code doesn't make it perfectly fine for you to try and earn money off someone else.
People thinking mods are original works are delusional, without the original code, your "mod" would be nothing but useless characters.
It would have been amazing and revolutionary 5 years ago, but at this point, it's done, implemented and a successful feature. IIRC, Kunos intended on doing it for AC as well (and still might, given AC is pretty well integrated into Steam).
On top of that, Workshop doesn't cost money for anyone to use, although I hope Valve does try paid mods again, as I think mod creators do deserve compensation for their work.
Mods are not intended to be a way for wannabe coders to try and mooch money off the developers of said program that they created a modification for. Mods are created from editing existing code that is already property of another person, just because you spent time editing someone elses code doesn't make it perfectly fine for you to try and earn money off someone else.
People thinking mods are original works are delusional, without the original code, your "mod" would be nothing but useless characters.
So if I go create a Wordpress plugin, that shouldn't be something that I should be able to charge for, because it's useless without Wordpress?
If I install light switches in a house, I shouldn't get paid for that because without everyone else building the house, my work would be useless/impossible?
Heck, Building anything based off of anything should have to be pro bono because without the original "base", I wouldn't be able to have built anything.
People are adverse to paid mods because they're used to free mods, not because paid mods are a bad idea.
Furthermore, especially in a racing sim, the majority of a given mod is art assets, not "modifying code", which creating good assets takes an extremely long time.
Paid mods are fine, but they must be high quality and even then, reasonably priced.
Think commercial FSX or X-Plane add-ons for example. Those things have cost the mod developers hundreds of hours of work and research, as a result the details on some of them are just stunning. Those are the kind of mods I gladly pay money for.
Horse testicles or animated fishing in Skyrim however...
But the value is determined by those buying it. If I charged $100 for a horse cock mod and nobody buys it then nothing is wrong.
It's simple. If you don't like something, don't buy it. It's a strategy the Internet has forgotten, and instead they cry and scream about things they dislike.