When (?) the damage model is looked into and coolant temperature is incorporated, there will likely be radiatior damage as most here are aware (there were pre-S2 interviews where Scawen (Victor?) mentioned this), so I think therefore that the appropriate cars should incorporate intercooler damage as well. Scawen also recenetly (Dec 2006) alluded to the fact that he would someday work on the Turbocharger modelling, so why not include intercooler modelling and damage in that endeavour? The fluid cooling modelling will most surely be done for the radiator - so it should be done for intercoolers as well. You tap someone in a TBO? Maybe you don't bust your rad open but you crack the intercooler... Pressure leak, and little power for you!
Way back in Papy's nascar 2003 (and probably earlier) too much close drafting on the superspeedways could cause cooling problems. Pull out of the slipstream a little and chill your water a bit, all part of the real-life tactics, these little touches add a lot to the realism of a game.
Why bother proposing anything that's a good suggestion then?
We (or someone, not me) should stick to suggesting spinnerzzzorz and nawz, that way we won't suggest anything that's on their list already.
It wasn't mentioned before, unlike the 4000 pages of largely redundant crap preceding it. At least I'm making the effort to do something besides criticise a reasonable suggestion
In fact, why not just close this area of the board? I'm sure the devs are cognizant of everything that could ever be simulated, therefore this Improvements Suggestions area is moot and ridiculous.
Here here. Although then we'd have requests for spinerz and nawz in the general chat area. It's much easier to have it in one section that's always good for a laugh.
Jeff, quit wasting time on realistic requests, everyone knows we need spinnaz and nawzzz!! NO WAIT, we need a guy who jumps out of the car following crashes, runs around like he's on fire, then strips and continues running around and then stabs himself in the leg.
On a slightly more serious note, Jeff, keep up the work with these brilliant feature ideas.
well the reason i pointed that out is i figured it would be something plainly listed under scawen's log under the title of engine damage
which is probably under damage
the only time you should really cite examples like that is if it were from before S2
here we are in S2, and you can see that water temps aren't working, and damage we all know is still in beta so.. i figured it makes sense that we dont have specific part damage yet, but deffinetly on the list
Skidmarks and see-through windows would be nice, sure, but what about auto-skindownloading? That would make it much easier to get other people's skins... maybe it should only work for licensed users though
+1 from me for anything with cooling damage, even the gearbox
What about sending setups to others? Or even better! Rewindable replays! Oh, damn
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Jokes aside, looking at different cars in LFS, radiator damage is just the tip of the iceberg. Imho, things like losing a wheel in hard contacts, losing wings and damage to aerodynamic parts would have bigger impact on racing. One nice small touch could be to have flexing wings in singleseaters. Currently the single seaters are like tanks in LFS.
But few thinga about radiator damage from me (a non-car-knowledgeable person ) .The position and structural protection around the radiator are the important things that determine how much of the impact goes into the radiator, directly or indirectly. Directly means that someone just rams you and the radiator takes all the impact leaving all bits around pretty much intact. Or indirectly; you brake into a car but the impact itself isn't too big. However, the radiator's plumbing gets bent, the radiator itself bends because the radiator's mounts bend and as a result the radiator system may have a leak, the airflow may not work efficiently anymore and/or the radiator just gets totally wrecked. (yammi )
Also small things to consider to include the possible radiator modelling, in addition to intercoolers:
+ themostat damage (over heating)
+ waterpump damage
+ turbo overheating (+leaks, inefficient airflows...)
I guess the most important (and pleasent) thing with radiator damage (as a whole) is the fact that the mode for LFS to simulate it can be very simple. After all, the main thing is that the power&torque curves reflect what is going on under the bonnet. Radiator damage should be fairly easy to implement because it is mostly a hidden system, the main thing telling that it is there is the working temperature gauges. A hidden system because there aren't really any graphical effects or models to add into LFS for it
NASCAR Heat is the same way, and you can blow a motor having the throttle pinned in the red zone to long...which I think LFS should have. It would eliminate the 'ridge racer' type drivers I've been noticing on the STCC servers going from top gear to 1st gear instead of the brake peddle to slow them down.
Same approach could be used for any damage related thing... why would we need huge fireball explosions and flying windshied parts? When the car takes enough damage (100%), then car = R.I.P. Some kind of "hitpoints" system with different hit areas, similar to first person shooters. Yeah highly unrealistic but better than nothing! Sims in general seem to concentrate on completely irrelevant things (eye candy) regarding damage.