Rfactor in my opinion doesn't "feel" as realistic as LFS not to mention the "canned" effects in rfactor drive me nuts (The kerb sounds, high speed shake, etc..). It has been my experience that LFS has better framrates than rfactor which may be a consideration..
I think that if everyone had the same wheel-pedal combo then this might work, but in reality finding the "threshold" may be too far up on one pedal and too far down on another. If max brake force is adjusted to where no lock up can occur then lap times will suffer because no two braking zones require the same force everytime.
Maybe the max brake force slider should be re-labeled "Squash ball calibration"
I use the TrackIr4 pro and it is worth every penny. it takes a while to get used to and tweak properly, but using
it becomes second nature. The only issue I have with it is
if there are strong reflections or mulitple strong sources of light, the sensor locks onto those instead of the head reflector.
Live for Speed is a racing simulator made by developers. I am perfectly happy with the cars and tracks that the developers have designed and built for us to race. The cars respond nicely to input ( especially with force feed back) and the tracks have more than enough variety for me.
It is evident that the developers really care about their project as evidenced by the constant updates and revisions.
Keep LFS as it is and appreciate the hard work that has already and still is being put into it
I too find it maddening to come to a stop and wait for the stop to "begin" just to realize I'm outside of the box by a centimeter. Perhaps the overhead view is the best bet
If one chooses to use the map, it would be helpful if it were movable as to not block the chat text/mirror/whatever.
As far as mirror placement/realism is concerned, this is a pc simulation that many different people have many different rigs and preferences. Don't get me wrong, I drive in the "in car" view, but this isn't a real car with real mirrors. Making the mirrors customizeable even out of "realistic" bounds may be just what is needed for ones personal configuration to work best for them.
The coding and display is already in game. Just press the f key and you'll see... It shouldn't be too difficult to make "icons" next to/on top/inside of the "F9" tire symbols that change color depending on loading, just like the force lines that stretch out from the tires in different directions while driving in "forces" or "f key" view. Red=the tire is sliding. It shouldn't matter whether or not the direction that the tire is sliding or loaded is displayed, only that it is or is about to start sliding..
The "unit of grip" would be the same as in the forces view, but just a small bar (or cross if you wanted linear and lateral representation of "grip") that changes color. Blue=max grip changing to green as the limit of adhesion is approached and red when traction is broken..Just like the forces "press the f key on your keyboard" screen. All I'm proposing is an add on to the "F9" tire view, like the dirt indicator..
I'd really like to see an indication of tire grip as in the forces view while in tire temp view. It would be nice to have a line or bar that changes colors indicating grip on top or next to the tire temp indicators. It's ok to go into "arcade view" then forces view but I think it would be great to have an 'in car" indication of grip as well.
As an official BackMarker I know that I'm not as fast as the frontrunners,
but I find it really rude when a faster person coming up behind me yells at me Get out of my way via hot key. I paid for my sS2 license as much as them.
As long as I hold a predictable and reasonably fast line, it is their responsibilty to pass me. When I enter a server where it's obvious people have been racing for a lot of sets, I'll drop back at the start and let everyone pass. That way I'm not the meat in the middle of a T1 sandwich, then I can make my way up the field at my own pace and comfort level.. Iv'e had some fun, close racing and It's been no where near the front of the pack. But that's ok with me. There's nothing like road racing..
Last edited by BackMarker, .
Reason : Edit to add content.
I've got a cut down foam rubber smilie face ball that I got from work.
The problem I have is that sometimes things do shift/crack or I'll change setups and realize in race that I should have dialed in a little more or less force (in the middle of a 15 lapper of course). It would be nice to be able to adjust while driving instead of by trial and error. Not realistic of course though....
I didn't see an option to adjust brake force while driving in the LFS manual or in any of the setup screens.
The problem is that rarely the " squash ball" under my brake pedal will shift not allowing enough pedal movement thus limiting brake force in a race..
I've noticed that everytime that I save a jpeg for a skin in LFS and then open it it LFS and then re-open it in PSP after using it in LFS, the colors are faded around the edges, is this normal and if so is there a way to avoid it from happening??
I'm having a problem accessing skins that I have experimented with in the game menus. In other words if I open XFG_Default with Paint shop pro, add some color to it as a test, save as XFG_Test (Jpeg of course) I cannot find it in the garage menu.
The default as well as the custom LFS skins are selectable but not "Test"
Any suggestions??