Why does the engine always staying on, even when I throw the clutch rapidly or start to move in high gear? IMO it's very essential feature for having real simulation feeling. It's also shouldn't be a real problem to program.
(I DO NOT talk about auto-clutch mode, but fully manual).
Engines cant stall because of a anti-stall in LFS even if you dont have auto clutch on, the clutch is down when you are still. You can turn off the engine by pressing I. or dropping from 6th to 1st in 1 second at 170 mph. Car however. FXR is a good choice for smashing the engine to bits.
And I'm asking why?
Why there should be any anti-stall? And why the engine can suffer 10 minutes in full throttle without any damage? In GPL it's blows up in seconds, as you expect in reality
This I-can't-stall-the-engine "feature" has been on the LFS complaints list since the earliest days of LFS.. It's been constantly overlooked despite zillions of complaints and numerous patches as well..
Some of the really, really old suggestions for LFS improvements have been ignored, and the newer ones that just pop up out of nowhere have been acknowledged.. Kind of messed up.. Guess we'll just have to wait.
because there isn't proper clutch or engine simulation yet. Without these two things it would go from "why can7 1 st4llzor teh car!?!" to "*explative* (insert engine or clutch) made me stall on teh grid! I hate you scavier!"
The engines in GPL (with the exception of the Repco Brabham and Cooper Maserati) were highly stressed racing engines with extremely low rotational mass that had no absolutely no production based technology in them. For their day they were highly advanced but were extremely fragile and did not have rev limiters. To state the blindingly obvious in an engine where the natural rev point on full throttle with no load is way past the designed limits of the drivetrain something is going to let loose in a big way.
In comparison modern production based engines can take far more abuse and are rev restricted anyway. All the current LFS cars would be rev restricted and in RL I would expect a production car to sit on the rev limiter for several minutes without something going bang, why you'd want to I don't know and it isn't a terribly smart idea.
From the way you write that I assume you've never driven a manual car. Stalling is merely an effect of the engine not being able to produce enough torque to turn. Stalling doesn't actually have any relation to the clutch in terms of mechanics, but obviously to add sufficient resistance the engine must be somewhat clutched at low revs. Really stalling requires two things to be worked on, first the low rev behaviour of the engine and secondly clutch modeling, which LFS doesn't currently have. Adding clutch modeling (and hopefully eventually wear and damage) isn't a terribly high priority and TBH I'd rather have a sim that worries about the tires rather than just does a 5 minute job of them and moves on to worrying about calculating the lift produced by the brake ducts...
Maybe this suggests that the devs don't react to the improvement suggestions posted here like some people seem to think they do? LFS is not a democracy. We do not decide what goes into the sim or when it might be implemented.
LFS development has never been driven by the public. I'm sure our suggestions are sometimes useful, but they do not form the basis of future developments and features.
OK guys. I learned one or two things in this thread
But I still want to understand something... is rFactor(:doh has "rev behaviour of the engine and clutch modeling" ??
cause the engine stall without auto-clutch easily there.
It seems like a simple thing, but there is a bit more to it than "if (revs < x amount) stall engine". Anyway, I think this will be in LFS soon enough, there is now a mass market wheel with third pedal and Scawen has talked about working on transmission stuff for a bit (including true sequential gearboxes amongst other things). Addition of stalling would fit nicely with those changes.
This 'engine damage' is crucial, because on WR pace, the guys change down so fast to gain more power through engine braking, in real life there would be significant concequences.. Engine Damage mainly.
especially if we could also have griant octapi (octipuses ?) that squirt ink radomly over your windows / visor, giant crabs that grab cars would be cool aswell though it could be embarassing to admit that you lost because you suffered from an attack of the crabs !
Being selfish, I would also appreciate correct engine stalling (with everything it requires), as I bought myself Logitech G25 wheel
Not that I could drive anywhere near WRs, not at all. But it is always great to have the driving model more accurate.
Brake fade and better collision would be freaking badass to have by the next patch
We already have tire blowouts though. You can either do a long ass burnout till your tires pop, or if youve been doing a ton of laps, or drifting, and your tires on the meter get REALLY red, after theyve had too much they just pop