The online racing simulator
Quote from DaveWS :Exit of turn 4 at WE could do with a curb.

It doesn't need one, why take the challenge out of that corner and the climax of one of the best runs in LFS?
Quote from Jakg :i'm sure i remember reading that RBR dynamically changes the surface after a car has driven over it, although i might be mistaken

I don't see why it should. (Although having not played it, what would I know.)

It's a rally game. So it could already give you a certain set of course conditinos depending on where you were in the running order. Thats not done on the fly which is what RallyX would need. In which you have a racing pack continually going over the same ground. That would lead to a hell of a lot more course degredation than RBR would ever need to cope with. And is RBR's course degredation purely cosmetic or does it actually take chunks out of the road that will effect the car? From what I've seen of replays it doesn't seem that convincing.

Could LFS cope with changing ground conditions. Wet grass, dry grass, dirt, different grades of gravel trap, packed earth on cut corners, overruns and sand. That's a hell of a lot more mechanical grip information that LFS needs to work out and feed to the tyres.
All in all, LFS models non-tarmac surfaces as rigid planes with significantly lower grip than tarmac. So whenever you get yourself on the gravel/mud/grass, you don't get those things. Instead, you get what you'll get from catching your wheels on some thick and stiff ice.

As for the BL bumps I'm talking about, to REALLy hotlap, you DO need to take those "bumps" (more like concrete curbs) at pretty high speeds. If you check the WR replay, you'll see noticable suspension damage if you turn on F10.

Since memorizing the surface condition of an entire rallycross circuit gets memory intensive real quick, I suggest modelling some finite amount of COMPLIANCE onto the mud/gravel/grass surface. Though the surface won't change with each drivethrough, at least the ground would display compliance that RL off-road surfaces do for a given surface contour. ATM, the rallycross non-tarmac sections drives more like slippery concrete than actual off-road surfaces.
Quote from Jamexing :As for the BL bumps I'm talking about, to REALLy hotlap, you DO need to take those "bumps" (more like concrete curbs) at pretty high speeds. If you check the WR replay, you'll see noticable suspension damage if you turn on F10.

But that is only because it is just one good laptime you're looking for. If you damage your car while doing it, you could lessen the car damage by altering your line or just slowing down. But there need to be big bumps (that can be quite tough irl too).
I'm not claiming that the bumps should be removed. I'm saying that surface compliance should be modelled. In fact, the "muddy" surface on that track should allow for softer impacts than what you'll get from hitting a parking curb. I happen to be regular gravel traveller where I came from and believe me, cars deal with gravel jumps better than tarmac or concrete jumps of identical size. Just remember not to land too hard and beach yourself.

Well, I don't take a them quite as hot normally. I'll usually just drive around them. I'm just suggesting one way to make LFS more realistic.

FGED GREDG RDFGDR GSFDG