Using various details from 'real' cars is a great way to make these fictional ones feel and look more realistic and believable, imo
E: Krammeh, UF/UFR are still very much wip, as was said, and will be updated in the future - uf wasn't mentioned amongst cars with new finished interiors in patch announcement, was it?
Great updates XF and XR interiors now look a lot more realistic and surely add up to the immersion factor.
So RB4 interior is going to be updated on the way to beta - does it mean that exterior will be updated too?, as it is very angular and low poly now (it's still on S1 level). Also, LXs would greatly benefit from some additional detail -not only interior, but front suspension arms, dampers with springs, headlights...
don't want to sound impatient, but would also like to hear Scawen's opinion/plans regarding this
"up to a maximum of 3" doesn't mean that you can get only three additional unlocks ever - what it means is that every Friday your unlock count is checked and If you have less than three left, then you get an additional one (correct me if I'm wrong )
FIX: names in ontrack chat
FIX: key controls are disabled while chat is open
FIX: lock-up in pits' chat with long words
FIX: slightly reduced join-lag
FIX: improved multilanguage support
NEW: dedicated server
FIX: sound memory optimization
NEW: bike geometry setup
NEW: front and rear brake pump setup
NEW: tyres wear display in garage
NEW: administrator menu
FIX: braking behavior
FIX: rider f/b lean and mass movement
FIX: decreased rider lean in cockpit view
nice turns 4 and 5 might be the secret here if I manage to pull it off correctly...
thanks again I'll report back here when I get a chance to try this line at the track
"tapping the brakes twice" - that's something to think about for me, before the next visit there
They have RIMO and Sodi rentals there and both are said to have 9 hp engines.
Last edited by MarioX, .
Reason : added blank track map
So lately I got this karting bug too My local outdoor kart track was rebuilt a couple of years ago and now it has really smooth surface and safe plastic barriers and new timing equipment - it's probably the norm in UK and everywhere else, but here such thing are rare...
Anyway, on topic, I have only driven rental karts once in another track before trying this. This track itself is short (only 620 m) and has very few corners. The karts weigh 160 kg and have 9 hp 4 stroke "lawn mover" engines. They have limiters set at 75 kph which kick in at around the middle of the bent straight. The only place where braking is needed is the sharp corner after that bent straight - you're going a bit downhill there. Lap record achieved in recent 200 lap race by regular rental kart club racers is 33.8**. First time there managed to do 35.2** (only qualifying "mode" there is free for all - up to 10 karts start from pits and try to achieve best laptime in 9 min session. The best times I saw some regular drivers doing were around 34.5** . To actually race one has to show good results in such public sessions and then join the "Sub 35 sec. club"). The second time I went there, luckily the track was empty and I did 34.8**. I was going round the "loop" corner strictly on the inside, but thought that bigger radius line would be faster. So I tried to perfect that wider line the third time I was at the track and only managed 35.3** , however in every lap I threw the kart a bit sideways there and could feel the engine slowing :snail:.
So the question (finally !) is - should the ideal line there be the smallest radius circle or should I try to maximize speed going to that tight hairpin (5) from the outside of the loop (4), but being smooth and not sliding the kart ?
And how should I approach that corner after the straight (2) - dabbing the brakes as late as possible to unsettle the rear and scrub remaining excess speed by slightly sliding the kart through that corner or brake a bit earlier and more gently and then try to go round in a smooth wide arc at almost constant speed ?
I understand that you can't tell much without actually driving/seeing the track for yourself, but still - what's your opinion just looking at the map ?
p.s. maybe not the most constructive and needed post, but I,m really excited to have discovered "rental kart motorsport" ...and yeah, my paint skills are really poor
you said three things in your post and all are wrong
Ummm i take it YOU have never used any of the older REAL tweaks (and not that crappy tune app)... because you could make the tires wider or use slicks... as well as you could add power and add gears... all this in Tweak V and even more in older tweaks.
Secondly, patch Z is coming really soon, as prove links posted above...
Finally, Z should be one of the last S2 alpha stage patches and then we will be in S2 beta (ok, partially wrong here )
From what I saw this Ferrari Challenge for ps3 is yet another sim-cade, just like race driver games from codies...
However "Ferrari Project" from Blimey! looks really interesting. It doesn't use that "good old" ISI engine anymore, but a newly built one - gfx is fantastic, rivaling gt5 imo, although there isn't much known about physics engine atm, but lets not forget that they hired RBR physics programmer (can't remember how to spell his name). Moreover that same engine (that's my guess) will be used later for their another sim too - codenamed "Project Falcon".
So prospect of a high budget, officially licensed sim with great graphics (and probably physics) sound promising.
I was using mouse in LFS for a long time. I used mouse X axis for steering with center steer reduction set to 0 for full linearity and sensitivity and was driving without braking help or autoclutch - had directional arrows on keyboard set to shiftup/down, clutch and handbrake. Imo I was above average amongst mouse users on my favorite combos - after quite a bit of practicing could get within 1.5 s - 1.0 s from WR (depending on track length).
A couple of months ago brought a wheel from a friend (logitech formula force gp), as he was not using it anymore. Was really looking forward to the moment I could drive LFS properly - with a wheel that is... What really happened was a disaster My laptimes were so much slower that than before. Even now, after many hours driving those same combos with a wheel, I'm still much slower - more than 2 seconds in some cases...
My point is that race driving on a track is hard IRL, and it is similar in LFS when using a wheel, which should be the only "realistic" way to drive in a simulator. As was mentioned, driving with mouse is quite effortless. Moreover, when using mouse I "felt" the car better than I do with a wheel now :/ (although it should be the opposite way) - It felt like I was turning car's front wheels with my hand - this strange unity can give an impression of total control. Sadly it isn't the case with a wheel, at least for me
I understand and agree that mouse option can't be removed (it is there for some good reasons), but server side control method limiting could be implemented. However, the best way as always is to cure the cause, not the effect. The main problems are LFS's physics which in some aspects are not realistic enough and the way mouse steering works. Physics will surely improve and become even more realistic in the future, but the best solution atm would be to limit wheel turning speed, as was suggested by android.
Unfortunately none of the online streams work for me, not even radio le mans audio (however it worked fine some weeks ago for 'ring 24h)
Have no clue what's wrong...
Those who can, enjoy the race /*starts counting down nine hours till next speed.tv broadcast on tvu*/
to AndRand, yep I must admit, I didn't try LFS with 900 degree wheels - only "standard" ones and mouse and I'd imagine that it is quite a bit harder when having so much rotation lock to lock...
to kamkorPL, I still haven't tried drifting in RL, and do agree that my opinion isn't very credible then.
Would really like to believe it though - (that drifting irl is quite easy). Bringing back to life my ca18det this summer (hopefully :schwitz
You say that drifts in GT5 look to easy... well from videos and comments you can't really know is it easy or difficult, neither can I (my ps3+gt5 purchase is still far in the future, when full version is released).
However, I won't be wrong by stating that drifting, high speed sliding and correcting mistakes in LFS IS too easy - you can put the car sideways at high speeds and without loosing control, bring it back in shape without any snapback or unintentional overcorrecting (not always but most of the time). Thats why drifting in lfs isn't rewarding and challenging - it's just simple flick'n'slide affair - I might be wrong here, but imo the problem is in longitudinal grip which doesn't decrease enough as tyres start to spin at low to med speeds and lack(?) of aero lift at high speeds.
No wonder that quite a lot of racers in other pc sim communities consider lfs some sort of drifting sim - as I said, drifting in lfs is too easy and thus attracted huge crowd of people who are not interested in serious simulation...
So drifting too, isn't a subject where LFS can be used as a benchmark, hope you got my drift (pun 100 % intended )
After some sensible and objective posts, you always have some monkey a** stick his fanboy head and reveal the dark side of lfs community in all its glory...