I've been waiting with baited breath, hoping that we would get a new patch today that would fix the clutch issues. We got the patch, but the most glaring problem - the clutch slipping - isn't fixed.
I'll be patiently waiting for the next test patch, hoping that the clutch gets fixed.
well no worries
some people just dont have the time to read all posts - the fact that the related info was just a few posts above is just a bit unlucky
Yeah look, I can perfectly understand repeated reports if something was hidden on page 4 of a 30 page thread or so, or maybe even if it was not on the current page. But posting a "bug report" that was discussed and fixed not 10 posts ago on the same page is just ridiculous.
No the only problem is that you failed to read the thread. The icon issue you reported was reported, discussed and fixed a few posts ago...
I've saved the icon you linked to and will compile it into the next patch.
I don't have any plans to make any changes to physics before Patch Y. Patch Y must be out this week so I've just got a couple of days to fix a few more bugs, so there are then another couple of days in final testing with no more changes other than crashes and showstopper fixes.
The clutch seems to work fine as most people agree, it's easy to drive with if you release the throttle when you change up gears. Real clutches don't have grip that massively exceeds the engine torque by great multiples, there is clutch slip if you release the clutch when road and engine speeds are greatly mismatched. And real clutches do overheat quickly as well. So no real problems. As I've said before the engine simulation needs a big improvement but at the moment the clutch modelling doesn't seem any worse than the engine modelling and does its job quite well.
Well, the clutch works fine here. No problems i can see. Its maybe a tad too fast, but if you make it any longer then people will complain about it taking too long to overheat.
It's great to hear that the patch is on schedule, but I'm still let down by the clutch behavior.
While I agree that the clutch is driveable and raceable, I personally wouldn't say that it's working quite well. While you're right that most clutches don't exceed the engine torque by great multiples, they also don't need to. As long as they have more clamping power than the engine has torque, even if it's just by a very slim margin, they don't slip. I have never, ever driven a car where the clutch would slip during powershifts unless that clutch was already very old and worn, or if it had been severely abused (lots of slipping of the clutch during launches, or "hill holding" with the clutch). In real life, clutches simply don't slip just because you made a fast shift. Either the tires will slip or the engine will bog, because the clutch is more powerful than both. Even with sticky drag radials and slicks, stock street clutches can usually hold the power no problem.
Like I said, the current clutch behavior is good enough to turn laps, but I do not believe it is realistic and I think it actually removes from the immersion.
So, will we see some suggestions taking part in Patch Y? Look button to be 45 percent for race cars and Formula's, and 90 for "road" cars? That's the most reasonable and realistic option in my opinion.. Anyway, maybe in the next patch...
P.S. can we get just a liiitttlleee hint on the release date for the "cockpits patch"
Sorry for off topic but i just can't seem to find any bugs with the test patches..
Just start LFS and go to Multiplayer --> Display List of Games. You'll automatically be prompted to download it
The clutch modelling is very realistic, but maybe the threshold (right word?) for clutch slip could be increased? After 2 laps of Blackwood in the XRT, the clutch is destroyed, even when I try to go easy. About 5 takeoffs will have the clutch in red, no matter how easy you go. Maybe that's just my aggressive driving style...
No, it will auto download and waste my own network traffic^^ But i have only 6 lfs installations for some mods and test version^^ but if i have more licences in future for other people in our house then will it be really horrible if only the auto download possible. I hate all automatic download systems. Thats just a waste of network traffic. I download my windows updates in http://winfuture.de/UpdatePack
BTW. And i have redistributable SP2 for win XP and next year i have the redist SP3 after release.
I would say that on gravel there are problems, on tarmac not so much.
XFG on gravel indeed requires quite overcautious driving, it is when car lightens at bumps and then as rpms have gone high and car comes down where clutch starts to slip, so when you drive you need constantly baby the clutch.
I set AI cars to run 10 laps with so little fuel that they need to make a pitstop at lap 5, they drive carefully and lifting always when car gets light, all of cars had red clutch, also one did not finish the race as poor fella did got too much clutch heat.
But on tarmac, I would think that there is no problem that need immediate fixing, problems at gravel might prevent racing with AI if user likes to race 20 laps, also I doubt if I could drive so careful that I could manage that distance either and still call it racing.
Also here is one thing to consider, maybe XFG is not meant to last such punishment in first place?
I don't race on rally cross courses much, so I haven't tested other cars there, but this almost requires bit of that to see if that is XFG problem or general to cars used on rally cross course?
Edit:
Problem with clutch heating is not gear change, but even on same gear when car gets bit lighter at bump (not even jump) there is slippage on clutch with XFG.