EDIT: Aaaah sorry mate, I finally realized you were talking about spring compression and rebound. I was puzzled as I thought you ment comp=computer (your big red signature...)
that's right... fast compression and fast rebound....why arent they included in LFS ? especially for GTR cars... i mean i was living with that during S1 days and even before , but now with the new GTR cars ..hum .. i just thought it was gonna be abvious to add such a setting for the suspension... im was kinda surprised to not find them to be honest.. is it that hard to implemt them ? i aint a programer but im just wondering u know...
I would even say we need more the 2 way per travel direction. LFS has so many different cars and tracks (rallyx) that you need different damper characterictics. Somekind of "damper equalizer" and a damper-graph showing the damper characterictics
I MEAN HOW GOOD THE SOUNDS SOUND OVERALL WITHOUT CARING ABOUT FEEDBACK.
If you want to showcase your product, you will need good sounds. Supporting more languages is good, but now those new potential customers might not like what they see at first and I believe first impression is very important. To get a good idea of physics, you will need to play LFS for more than an hour, but that time is well enough to realise the sounds sound bad. Yes the ENGINE SOUND tells you what the ENGINE is doing, but how about having feedback on what OTHER things do too? Oh and better sounds will give a more immersive feel.
I will agree with you there. Actually only people that have played some of the other games will notice how bad the sound effects are so I guess that LFS is loosing a lot of customers with its sounds. And it will give a great feel to have the informative engine sounds of LFS with some good sound effects (probably using samples) for cog-swaps and diff noise and syths for transmission whine... Best of both worlds - when Scawen gets round to it (hopefully before S2 final because those would really make the game much more desirable for most)
Glad we agree there
That's exactly what I think. Once it's done it'll be the best of both worlds, but in the meantime I'll complain
Back to topic (sorry for changing subject), I'll agree that it would be nice to have variable speed dampers. I guess that would make quite a difference in how LFS feels.
well the real question is (for me) : is it that hard to get them implemented ? i mean programing those datas u know...i'd really like to have an opinion from a dev about this...
i thought for a min that my topic was kinda drawning or somethin...
PS graphs are very important when trying to counteract the bumps of a particular track...that is, frequencies of springs are very relevant, so a graph would be of big help IMO
PS bis i don't know how LFS code is implementing suspensions, but as a dev i believe that it should not be complicated, but it can affect PC performances a "bit" but only one guy can tell you for sure...
The settings for newbies are found on the slower cars which already have simplified setups. I would like to see some new adjustments on the GTR's tho - Fast and Slow damping, Wedge (for the oval)... once brake wear and engine temp are simulated, brake duct and radiator opening adjustments would be nice...
Not only the GTRs... ALL the pro-race vehicles available. The FOX and FO8 should also have 4-way adjustable shocks. The stock-cars (except the RB4 and FXO) should prolly have only damper-speed adjustments (no seperate compression and rebound) just like the after-market koni adjustables for your street going car.
Funny thing, I was thinking about this last night on a server when I really wished I could adjust the slow compression setting to help me get the front into the hairpins at AS National.