The online racing simulator
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TestECull
Demo licensed
Quote from Tomclark21 :Heres another car I'd like to see.

http://i106.photobucket.com/albums/m249/RouteUK/XmGtcopy.jpg

Again forgive my photoshop skills (even though this took AGES).

Dued, a Fiero in LFS would pwn. Fiero's are fun as hell
TestECull
Demo licensed
Quote from LFSn00b :Yes, i agree on that, since when Honda has been an exotic?!

2004?
TestECull
Demo licensed
Quote from LFSn00b :

The watermark and the hubcab do not seem to agree, lol.
TestECull
Demo licensed
I agree that it's unrealistic. I've had the clutch in my rl F150 produce enough whitesmoke that there was a small cloud outside the truck, yet I still drive it with that clutch.

I also agree with the reasoning for this. Itt'l discourage nubs from trying to drive like idiots, because they won't make it ten feet.

My only gripe is that when I join a crash server, or drift server, and try the FBM. One hit and it spins the tires backwards, but doesn't stall the engine, destroying the clutch. Lol. I have, however, made two laps around the actual track without destroying the clutch. Kinda hard, tho, on Joystick, but I'm working on getting a better setup soon.
TestECull
Demo licensed
Quote from batteryy :oh my F*cking god. how u got so high in carpark

I hit someone else headon, no offset, both of us were going about 85. Glitchy physics sent me flying up, the other guy got launched into a wall. IT was hilarious.

I noticed it flying straight up and said "Ain't noone gonna believe it if I don't take a screen."

I got pics, so it did happen :P
TestECull
Demo licensed
Quote from Dooonster :some older cars that dont handle as good lol well we do have the Xrt to do this reminds me of driving any old Yank RWD

Old muscle cars and older pickup trucks from the west side of the pond would be awesome, no? The old pushrod big-inch inline sixes and big-inch V8's roaring about, powdering tires and yet still sliding the nose randomly...
TestECull
Demo licensed
Quote from Luke.S :Yep you sure do the Dasiy Duke mod adds her in 3 outfits Daisy Dukes and a tight T-Shirt a Bakini and a tight jacket and some jeans.

Let's get back to LFS, gentlemen.

This was the end result of a nice head-on
TestECull
Demo licensed
This was the end result of multiple abuses of the conky collision system and the red/white concrete barriers in the car park on a random demo server. I guess that Titanium tailpipe really does hold up well!
Last edited by TestECull, .
TestECull
Demo licensed
Body flex, as I understand yall's intended iteration, is only really noticed in older vehicles and convertibles in real life, and the majority of vehicles that have it are Body-on-frame vehicles. Unibodies don't seem to suffer from it all that much, for the most part(Convertibles the exception)

Take, for example, the bed and cab of my 1985 F150. The bed flops about so much that if you stare at the gap between the bed and the cab through the split rear window, you can see it moving with your own eyeballs. It moves far enough to nearly close the inch-and-a-half gap Ford put there. It's 2007 replacement, however, needs a 200FPS camera minimum to pick up the flex between it's bed and cab, and this allows Ford to close the gap between these two parts considerably.

Newer cars are made stiffer, to improve handling greatly. They don't really flex at all. They only really flex when you hit something, whether it a pothole or another car.

The flex that would be most against handling, to the vehicles the game currently has, is actually called chassis warping. Gran Turismo has had it for a while, and altho not at all visible(Vehicle shapes remain perfect), the handling goes to shit after about 15,000 miles, and then you must purchase a repair to get it to handle right again.

If car mileage was included in LFS, there would be a simple calculation that based grip on the front and grip on the rear against miles on the car, with more miles producing more grip loss. Wouldn't even need calculation in real time, but instead could be calculated when the game is saved, or when the car is pitted, for on-the-fly adjustments to the handling. All it needs is the equation set created and the mileage counter implemented and we have a body warping setup that wouldn't cause any performance issues to the computer.
Some vehicles would have a more sensitive equation than others, for example, the Cabriolet's would warp alot easier than the F1 or hatchbacks, which are the hardest to warp.

The kind of flex required to accurately simulate body flex on older vehicles/pickups is a moot point ATM, since LFS has neither of these. All it has is newer unibody-based autos.

I, for one, wouldn't really mind the minor unrealistic lack of body flex if LFS started packin' some pickups either. I just love trucks, and love trying to defy the laws of physics with them in video games, of course.


And regarding RoR, that game is a bit of a showoff of the physics engine. I've coded cars for it myself. One is a small FF sedan, the other a futuristic 6X6 desert truck. Both of them behave like springs when you hit something. I've also got a series of screenshots of the skinned and textured sedan passing right through a pole without touching it. Realistic, isn't it?
TestECull
Demo licensed
I'd like to see more muscle cars, some pickup trucks and things of that nature. It'd be interesting to see how LFS's physics can handle a big pick'em'up drifting about in a parking lot...
TestECull
Demo licensed
Crossfade - Cold. \m/ I'ma rocker, lol
FGED GREDG RDFGDR GSFDG