Hello everyone !
This is a (very) long post explaining my ideas on how to make the car class system in LFS better, freed and closer to real life. We will go through a lil explanation of how it is right now, what it lacks, the basic idea on what could be upgraded and finally precise and technical suggestions.
Have a good reading
__
The car class system as it is right now:
1 : « Low specs low cost cars »
- UF1000 (53hp 1000cc I4 / FWD layout / 4 speed gearbox / 600 kilos / 94 bhp per ton)
2 : « Dynamic road cars »
- XF GTi (110hp 1300cc I4 / FWD layout / 5 speed gearbox / 940 kilos / 124 bhp per ton)
- XR GT (140hp 1800cc I4 / RWD layout / 5 speed gearbox / 1150 kilos / 124 bhp per ton)
3 : « Roadsters »
- LX4 (140hp 1300cc I4 / RWD layout / 6 speed gearbox / 499 kilos / 286 bhp per ton)
4 : « Sports version of road cars » or « Turbo’ed road cars »
- RB4 GT (243 hp 2000cc turbo I4 / AWD layout / 5 speed gearbox / 1210 kilos / 204 bhp per ton)
- FXO Turbo(234 hp 1900cc turbo flat 4 / FWD layout / 5 speed gearbox / 1136 kilos / 206 bhp per ton lfs says 210 but when you calculate, it makes 206)
- XR GT Turbo (247hp 2000cc turbo I4 / RWD layout / 5 speed gearbox / 1223 kilos / 206 bhp per ton)
5 : « Performance built sport cars » or « LRF »
- Raceabout (245hp 2000cc turbo I4 / RWD layout / 5 speed gearbox / 800 kilos / 311 bhp per ton)
- FZ50 (360hp 3600cc Flat 6 / RWD layout / 6 speed gearbox / 1380 kilos / 265 bhp per ton)
- LX6 (190hp 1800cc I6 / RWD layout / 6 speed gearbox / 539 kilos / 358 bhp per ton)
6 : « Mini GT »
- UFR (180hp 1400cc I4 / FWD layout / 5 speed gearbox / 600 kilos / 304bhp per ton)
- XFR (230hp 2000cc I4 / FWD layout / 5 speed gearbox / 840 kilos / 279bhp per ton)
-
7 : « GTR »
- FXR (490hp 2000cc turbo Flat 4 / AWD layout / 6 speed gearbox / 1100 kilos / 453bhp per ton)
- XRR (490hp 2000cc turbo I4 / RWD layout / 6 speed gearbox / 1100 kilos / 453 bhp per ton)
- FZR (490hp 3600cc Flat 6 / RWD layout / 6 speed gearbox / 1100 kilos / 452bhp per ton)
My thoughts about this car class system:
It is quite exotic and diversified. It is a totally different experience to race with an UF1 than to race with a LRF or even an XRG. There is a good point of having pre-made classes, and pre-tuned cars à ready to drive, and you focus more on the handling tuning and skills than performance.
However, it is a very limited system. We are limited to a certain amount of combos. As well, usually a car is superior than another one in the same class (example : the XFG surpasses the XRG on all tracks, except long ones like BL1 or some AS, but that’s all). With this system, the importance of teamwork and tuning is very limited: There are usually one or two setups that pop up and end with the best times, and can make a bad driver go fast à This goes against the policy of LFS which insists on the importance of tuning, and differences in setups: as a result, every end up driving an Inferno or a Setupgrid setup.
In my opinion, what does this system lack? :
- Only a few tuning possibilities, which is really far from IRL race tuning : racing teams and racing engineers consider a car as a whole, and improvement in suspensions, wheels, tires or transmission go with engine or weight fine tuning. As a result, in the GT series for example (but it is better seen in F1), two cars on the same basis (let’s say a Saleen S7 Turbo) end up with very different results with the same engine (importance of handling tuning that LFS emphasizes on) or can have very similar results with completely different engines (importance of tuning as a hole, that LFS completely forgets).
- So, this ends up with a community life that makes a day look like another one : same series, same tracks, same cars, same challenges… Moreover (forgive me if I’ve mistaken), LFS doesn’t have yet an Insim app that can check if setups possess a certain number of specs (compulsory tire types, etc.) that leagues could impose as a rule for sprint, or endurance series. Then, community initiative and creation concerning events, leagues, type of motorsport tends to be very limited.
An abstract of my improvement suggestions for the revamp of the car class system:
In my humble opinion, there is a way to make the car class system in LFS closer to reality, and at the same time funnier to race with, more interesting for people who would like to specialize in car tuning (not ricer tuning, but making a car have more performance) and also that would give a boost to the community. In real life, it isn’t the car makers (LFS devs) that decide what are the car rules and restrictions for a league or an event. Is it the FIA (CTRA ) or local organizations (Westminster’s Side Car Cross Association) that defines rules and restrictions. Contestants (players) must then comply to the rules and tune their car to achieve the best performance while following their rules. This can go from engine tuning, to suspension tweaking, brakes, etc. If everything of these were allowed to players, and if LFS gave server hosts a mean to check if players followed and eventually have an automatic feature of forcespec or autokick/autoban (not a gameword ) if they didn’t comply to these rules. Server hosters may then create custom leagues, with different spec restrictions that are different from one another, and closer to what Real Life league organization is.
A list of points that would make this suggestion possible and great:
-Allow players to perform engine tuning (changing intake diameter, intake or exhaust pipe diameter, possibility to add a turbo or a supercharger), engine tweaking (changing displacement, bore/stroke ratio, number of valves, number and type of camshaft) and engine swapping. A lot of options would be complicated and take time to add, but is some major where already available in a Beta way, it will be nice
-Allow a freed transmission (number of gears) and layout tuning (in order to create either WRC or rallycross/rallyoval machines).
-Allow players to perform weight (add/remove seats, add/remove roll-cage, etc.) and chassis (change material, change the size) tuning, which will result in very different weight repartition schemes.
-Allow players to change the aeroperformance of the car (allowing people to install bodykits or spoilers that have an aero effect. ß plus, you can let them choose between several ones, so that ricers will be satisfied and let the improvement forum chill out a bit )
-Allow everycar to wear all the tire types.
-Remove the XRR, FXR, FZR, UFR, XFR (because they are already tuned, and if people were able to tune their car to have equal specs, they are then useless), eventually LX6 (because it can be considered as a tuned LX4).
-So (for tin tops), there will only be the following cars: UF1, XFG, XRG, LX4, XRT, FXO, RB4, RAC, FZ5
-Add other road going cars to give more diversity to the game: an American classic muscle (Camaro 1967 or Mustang GT 1968), a coupe sedan cruiser (Mercedes CLK for creating DTM, etc), a 4-wheel-steer (Nissan, Jeep, or Renault Laguna GT), an American sport muscle (Corvette/Viper), a low-power midship (Toyota MR2 mkII-like), a supercar midship (some Ferrari). For all of these cars, plus the existing one, allow the existing customization, plus the points I mentioned above.
-Give Server hosts the ability to chose which kind of customization will be allowed in their server. For example : stock engine or modified engine (allow turbo or not, maximum number of cylinders, maximum displacement, intake mods or not, etc), stock chassis or modified chassis (compulsory roll cage, stock seats), stock body or modified body (no aero, or bodykits but no ground effects spoilers), transmission, suspension, allowed tires, etc. And for each of these, allow them to choose maximal and minimal values.
-Provide them with pre-made options : Full Stock, Pro stock (little engine, chassis, suspension mods), Rally (rollcage and copilot compulsory, minimal weight of 800 kilos, etc..), Trackday (Pro stocks allowing slicks) etc..
-This done, server hosts, league hosts will be able to provide a custom car-class system that will give players a serious and closer to real life experience of what trackday, amateur, semi-pro and professional racing is.
-The same can be done with the different formulas (providing a “basis”), but I can’t tell a thing on this, because my formula knowledge is very limited.
Thank you for reading this (long) thread, and please leave constructive comments and discuss this suggestion. Feel free to answer the poll and I thank everyone for the support you will provide
This is a (very) long post explaining my ideas on how to make the car class system in LFS better, freed and closer to real life. We will go through a lil explanation of how it is right now, what it lacks, the basic idea on what could be upgraded and finally precise and technical suggestions.
Have a good reading
__
The car class system as it is right now:
1 : « Low specs low cost cars »
- UF1000 (53hp 1000cc I4 / FWD layout / 4 speed gearbox / 600 kilos / 94 bhp per ton)
2 : « Dynamic road cars »
- XF GTi (110hp 1300cc I4 / FWD layout / 5 speed gearbox / 940 kilos / 124 bhp per ton)
- XR GT (140hp 1800cc I4 / RWD layout / 5 speed gearbox / 1150 kilos / 124 bhp per ton)
3 : « Roadsters »
- LX4 (140hp 1300cc I4 / RWD layout / 6 speed gearbox / 499 kilos / 286 bhp per ton)
4 : « Sports version of road cars » or « Turbo’ed road cars »
- RB4 GT (243 hp 2000cc turbo I4 / AWD layout / 5 speed gearbox / 1210 kilos / 204 bhp per ton)
- FXO Turbo(234 hp 1900cc turbo flat 4 / FWD layout / 5 speed gearbox / 1136 kilos / 206 bhp per ton lfs says 210 but when you calculate, it makes 206)
- XR GT Turbo (247hp 2000cc turbo I4 / RWD layout / 5 speed gearbox / 1223 kilos / 206 bhp per ton)
5 : « Performance built sport cars » or « LRF »
- Raceabout (245hp 2000cc turbo I4 / RWD layout / 5 speed gearbox / 800 kilos / 311 bhp per ton)
- FZ50 (360hp 3600cc Flat 6 / RWD layout / 6 speed gearbox / 1380 kilos / 265 bhp per ton)
- LX6 (190hp 1800cc I6 / RWD layout / 6 speed gearbox / 539 kilos / 358 bhp per ton)
6 : « Mini GT »
- UFR (180hp 1400cc I4 / FWD layout / 5 speed gearbox / 600 kilos / 304bhp per ton)
- XFR (230hp 2000cc I4 / FWD layout / 5 speed gearbox / 840 kilos / 279bhp per ton)
-
7 : « GTR »
- FXR (490hp 2000cc turbo Flat 4 / AWD layout / 6 speed gearbox / 1100 kilos / 453bhp per ton)
- XRR (490hp 2000cc turbo I4 / RWD layout / 6 speed gearbox / 1100 kilos / 453 bhp per ton)
- FZR (490hp 3600cc Flat 6 / RWD layout / 6 speed gearbox / 1100 kilos / 452bhp per ton)
My thoughts about this car class system:
It is quite exotic and diversified. It is a totally different experience to race with an UF1 than to race with a LRF or even an XRG. There is a good point of having pre-made classes, and pre-tuned cars à ready to drive, and you focus more on the handling tuning and skills than performance.
However, it is a very limited system. We are limited to a certain amount of combos. As well, usually a car is superior than another one in the same class (example : the XFG surpasses the XRG on all tracks, except long ones like BL1 or some AS, but that’s all). With this system, the importance of teamwork and tuning is very limited: There are usually one or two setups that pop up and end with the best times, and can make a bad driver go fast à This goes against the policy of LFS which insists on the importance of tuning, and differences in setups: as a result, every end up driving an Inferno or a Setupgrid setup.
In my opinion, what does this system lack? :
- Only a few tuning possibilities, which is really far from IRL race tuning : racing teams and racing engineers consider a car as a whole, and improvement in suspensions, wheels, tires or transmission go with engine or weight fine tuning. As a result, in the GT series for example (but it is better seen in F1), two cars on the same basis (let’s say a Saleen S7 Turbo) end up with very different results with the same engine (importance of handling tuning that LFS emphasizes on) or can have very similar results with completely different engines (importance of tuning as a hole, that LFS completely forgets).
- So, this ends up with a community life that makes a day look like another one : same series, same tracks, same cars, same challenges… Moreover (forgive me if I’ve mistaken), LFS doesn’t have yet an Insim app that can check if setups possess a certain number of specs (compulsory tire types, etc.) that leagues could impose as a rule for sprint, or endurance series. Then, community initiative and creation concerning events, leagues, type of motorsport tends to be very limited.
An abstract of my improvement suggestions for the revamp of the car class system:
In my humble opinion, there is a way to make the car class system in LFS closer to reality, and at the same time funnier to race with, more interesting for people who would like to specialize in car tuning (not ricer tuning, but making a car have more performance) and also that would give a boost to the community. In real life, it isn’t the car makers (LFS devs) that decide what are the car rules and restrictions for a league or an event. Is it the FIA (CTRA ) or local organizations (Westminster’s Side Car Cross Association) that defines rules and restrictions. Contestants (players) must then comply to the rules and tune their car to achieve the best performance while following their rules. This can go from engine tuning, to suspension tweaking, brakes, etc. If everything of these were allowed to players, and if LFS gave server hosts a mean to check if players followed and eventually have an automatic feature of forcespec or autokick/autoban (not a gameword ) if they didn’t comply to these rules. Server hosters may then create custom leagues, with different spec restrictions that are different from one another, and closer to what Real Life league organization is.
A list of points that would make this suggestion possible and great:
-Allow players to perform engine tuning (changing intake diameter, intake or exhaust pipe diameter, possibility to add a turbo or a supercharger), engine tweaking (changing displacement, bore/stroke ratio, number of valves, number and type of camshaft) and engine swapping. A lot of options would be complicated and take time to add, but is some major where already available in a Beta way, it will be nice
-Allow a freed transmission (number of gears) and layout tuning (in order to create either WRC or rallycross/rallyoval machines).
-Allow players to perform weight (add/remove seats, add/remove roll-cage, etc.) and chassis (change material, change the size) tuning, which will result in very different weight repartition schemes.
-Allow players to change the aeroperformance of the car (allowing people to install bodykits or spoilers that have an aero effect. ß plus, you can let them choose between several ones, so that ricers will be satisfied and let the improvement forum chill out a bit )
-Allow everycar to wear all the tire types.
-Remove the XRR, FXR, FZR, UFR, XFR (because they are already tuned, and if people were able to tune their car to have equal specs, they are then useless), eventually LX6 (because it can be considered as a tuned LX4).
-So (for tin tops), there will only be the following cars: UF1, XFG, XRG, LX4, XRT, FXO, RB4, RAC, FZ5
-Add other road going cars to give more diversity to the game: an American classic muscle (Camaro 1967 or Mustang GT 1968), a coupe sedan cruiser (Mercedes CLK for creating DTM, etc), a 4-wheel-steer (Nissan, Jeep, or Renault Laguna GT), an American sport muscle (Corvette/Viper), a low-power midship (Toyota MR2 mkII-like), a supercar midship (some Ferrari). For all of these cars, plus the existing one, allow the existing customization, plus the points I mentioned above.
-Give Server hosts the ability to chose which kind of customization will be allowed in their server. For example : stock engine or modified engine (allow turbo or not, maximum number of cylinders, maximum displacement, intake mods or not, etc), stock chassis or modified chassis (compulsory roll cage, stock seats), stock body or modified body (no aero, or bodykits but no ground effects spoilers), transmission, suspension, allowed tires, etc. And for each of these, allow them to choose maximal and minimal values.
-Provide them with pre-made options : Full Stock, Pro stock (little engine, chassis, suspension mods), Rally (rollcage and copilot compulsory, minimal weight of 800 kilos, etc..), Trackday (Pro stocks allowing slicks) etc..
-This done, server hosts, league hosts will be able to provide a custom car-class system that will give players a serious and closer to real life experience of what trackday, amateur, semi-pro and professional racing is.
-The same can be done with the different formulas (providing a “basis”), but I can’t tell a thing on this, because my formula knowledge is very limited.
Thank you for reading this (long) thread, and please leave constructive comments and discuss this suggestion. Feel free to answer the poll and I thank everyone for the support you will provide