The online racing simulator
Oil Pressure, engine temperature etc...
Had this idea while racing pretty hard. It would be great if the cars had more things on the display like Oil pressure, Temperature gauge, warning lights for oil, fuel, temperature, engine management (for when you slam it into 1st gear at 130mph ) and stuff like that.

I feel this will give it more challenges since you wont be able to race for ages without straining the car and risking a blown gasket n such.
Another thing you could add with the oil pressure stuff is when it blows you can still drive slowly but theres black smoke everywhere would look awesome to see a nackered FBM.

This idea would also tie in with the engine mods thats been suggested cuz if its tuned too much but not correctly you could compromise the engine.

The engine temperature would be good when combined with damage. On cars that arn't air cooled like the XFG, when you crash hard enough you could kill the radiator and then your engine will overheat and die

Hope people like these suggestions even though they could be awkward to impliment
Actually, all of the guages are there. If you look at the display, there is a temperature guage, but it's stuck. There's also places for the warning lights on the new interiors. The oil pressure and engine temperature values are even sent through OutGauge at the moment, but they're also stuck to one value.

They just need to be "hooked up" as it were

The eye candy type things, like the dark/light smoke, are probably going to wait for S3 (or the Vatican :razz, whereas the actual damage might be included in the plan for a better damage system for S2 Final
I'd like to see pressures and warning indicators as well. Seems almost a necessity, when driving a vehicle hard, to have these in a simulator.
Yeah i agree. Something else that ties into all this and should be implemented is the failure of parts. As we all know, when racing, the cars parts (engine internals especially) take a seveare beating, especially in longer races, and somtimes parts fail. This would add some unpredictability to the racing, so that the fastest driver may not necceserally come first if they dont look after their car (over-revving when downshifting for example... putting excess stress on engine parts). I think this would make for some interesting racing and more realism of course, which is what i think LFS is all about
i agree this would be an excellent addition, it would add another dimension of realism, and make for more unpredictable racing, though to make that even better random faliures would also be good
would love all the rest of the suggestions, especially an immediate engine blow if overreved, but random failures are a big no no imho, it would make the game extremely frustrating and annoying
well this is supposed to be simulator and thats sort of thing happens for real, i can see what your saying but the faliures wouldnt be often and would maybe be a server setting
There is no such thing in real racing as 'random failures'. To put them in a simulator where you have no control over build quality (the cause of seemingly random failures) would be silly and unfair.
i see what your saying by random faliurse, and maybe it was the wrong term to use, and i get your point on build quality, what i really meant was like faliures due to wear/damage but a bit diffrerent to mentioned earlier, instead of it being eg: over-rev and engine goes it would be more like you over revv it once or twice and do enough damage so that later in the race the parts fail, this does happen. i admit random was the wrong word
Yes. You meant driver induced, and totally within the control of the driver, and actually much like over-rev failures, just with a more time between cause and failure.

Yeah, random was the wrong word.
+1
Yeah Random was the wrong word, sorry about that. Didnt know how to express what i meant
Quote from Craig010 :Yeah Random was the wrong word, sorry about that. Didnt know how to express what i meant

you did use the word random that i cna see, it was me tristan was refering to
+1
Quote from neo force KP61 :especially an immediate engine blow if overreved

there is some engine damage in the game already, flatshifting and overrevving can cause the engine to lose peak power, causing the engine to run slower. if you take a car like the fxo to the drag strip, get it up to 5th gear, then slam it into first, the engine will pretty much die.
Yeah, I noticed that. On the FXR, then rev would do a 360 when you go from 6th to 1st, then the engine just shuts down.

Shouldn't oil/engine temp only happen to damged cars? If you do long races and these start to be a problem, It won't exactly be fun.
Quote from Furiously-Fast :If you do long races and these start to be a problem, It won't exactly be fun.

If you take care of your car, it wouldn't be a problem...Real drivers can't just "turn engine damage off" because it isn't fun
Quote from Furiously-Fast :Yeah, I noticed that. On the FXR, then rev would do a 360 when you go from 6th to 1st, then the engine just shuts down.

Shouldn't oil/engine temp only happen to damged cars? If you do long races and these start to be a problem, It won't exactly be fun.

that is some of the skill of enduro racing, looking after the car, during enduro races a driver will drive differently to a sprint just because he has to look after the car, i think it adds some fun to it
Lol I can see it now. Somebody is driving hard and their temperatures are near off the charts. the radiator cap blows leaving lots of steam. Them they go F12 and select, top off coolant. I wouldn't mind alot of complexity when it comes to pitstops and damage, because lets face it, You can damage a single part, which in turn affects possibly dozens of other vital parts, leaving you stranded.
Having to monitor temps and pressures would only increase the realism IMO. I reckon if this is ever to be implemented, it will be around the same time as better damage modelling.

FGED GREDG RDFGDR GSFDG