While I am a very very happy LFS S2 driver, and think graphics are adequate for a simulation racer, what from time to time bothers me is the limitation to plain stereo sound.
That is, we happy LFS drivers can only hear if a tyre to the left or right is whining, but not if its the front or the rear tyre. Even worse, we can only get a very very rough idea where an opponent is from their engine sound, but to know where he is exactly we have to turn and look - sometimes you do not like to do on a twisty track.
So my suggestion would be to add positional sound to LFS - allowing us to hear if another driver is more behind, or beside, or in front of us, or which tyre exactly is overloaded. Since most shooters and a lot of benchmark programs (e.g. Rightmark 3DSound test)support this by using the DirectSound3D API, I suspect it should not be far too complicated for the skilled LFS programmers.
Atalan
That is, we happy LFS drivers can only hear if a tyre to the left or right is whining, but not if its the front or the rear tyre. Even worse, we can only get a very very rough idea where an opponent is from their engine sound, but to know where he is exactly we have to turn and look - sometimes you do not like to do on a twisty track.
So my suggestion would be to add positional sound to LFS - allowing us to hear if another driver is more behind, or beside, or in front of us, or which tyre exactly is overloaded. Since most shooters and a lot of benchmark programs (e.g. Rightmark 3DSound test)support this by using the DirectSound3D API, I suspect it should not be far too complicated for the skilled LFS programmers.
Atalan