I’m still reading through all these, but I have to admit that breaking, and taping the gas is a bitch to say the least. I mean I can slide my foot no problem with these peddles, but I just find it hard to get the RPM’s correct. I guess I just need to practice it slow. I should have asked; How do you know what RPM is correct when your downshifting? I’m guessing the RPM's would be the same for any gear, but more important is how you match the speed of the car to the gear you intend to go into?
I’m talking about modeling objects, and sending it to the team as additional content to work with. Let them do what they want with the content, but at least your giving them something to work with. I'm talking about things like static buildings, rocks, tables, and houses; Things to make the enviornment more interesting.
The point that this criticism lacks is this:
There will always be the default tracks, so if there were new tracks made by the cummunity, than you would avoid them servers. I guess the simple answer would be to keep community tracks off of default servers. but that is something else. I'm talking more about modling enviornment objects.
By the way, speaking of tracks, when was the last new track made? I'm kind of new to this game still so I don't know?
Just to give you an example. The helicopter and the inside of this vehicle was made by some community modelers for OFP. The M1A2 tank in the last two shots was also made by someone who just modeled for fun. It’s my understanding that Codmasters (the game developer) wanted to use it in their upcoming OFP2 release.
Hello, If I my bring attention to a production idea I’d like the LFS development team, and the community to consider:
If it’s not already available: There should be a game editor for creating new tracks. This would not only entail making the tracks, but modeling buildings, and texturing the worlds. Because of the immense effort that the LFS development team puts into preserving the realness of their work, there would obviously have to be some strict review, and testing of the product that the community produces. By that I mean, anything new, such as a track, or 3d environment model would have to first be submitted to the LFS development team, and it would be their final decision if they except it to use for future updates. Just think of the load this would take off the LFS team, letting them concentrate on other things, like new car parts, and AI programming. Believe me, I’ve worked with game editors for years, and I have seen some seriously talented people in the community who were always willing to submit their work in order to make a great product even better.
This would allow community developers to import custom texture skins, and other things. Again, this idea is in no way an implication to allow anyone to distribute new tracks which could be sloppy, or unperfected causing more harm than good. However, I see many great possibilities in allowing the community to build onto a great product, (With the strict guidance, and approval of the LFS team).
I’ve been using 3dsMax for over 8 years now; I can easily make buildings, such as city sky scrappers, and other things that the team could possibly use for new upcoming tracks. rocks, Light poles, Houses, ect. Here are some samples of very basic work I’ve done. http://www.nickabc.com/seat.htm
The point I’m trying to make here is this: New enhancements or add-ons doesn’t just have to be on the shoulders of the LFS team. Unreal Tournament, Half-Life2, OFP, (to just name a few products) have greatly benefited by releasing an editor to the community.
Firstly; Thanks guys, I appreciate the suggestions!
In H-pattern mode, it's best to slow down to the desired speed, disengage the clutch (as in, press the clutch pedal), shift directly into the target gear, match the revs as necessary and re-engadge the clutch.
I’ll try this out! Good explanation.
@xtm I’ve heard of heel, and toe shifting before, but I am so un-coordinated with this kind of stuff. I never realized that these pro racers did all this crazy foot work, but I guess that’s what makes the elite. It definitely doesn’t look like I’m going to be a rock star anytime soon., that’s for sure..lol I guess I could practice this stuff slowly, and see what happens.
This makes sense, also, but what if I wanted skip a gear or two; can’t you just slow down to the correct speed to put it into the corresponding gear? Some of these turns come up on you so fast. Not that this would be an issue for someone who knows the tracks real well. But I know what you mean about keeping the car balanced in your example above. At the same token, I will admit that this is going to take some serous practice
Hello, just needed a tip or two on down shifting: I know the game is set up to respond like a real car, although I do drive a commercial A class truck in real life, it’s a different kind of shifting than a car which is synchronized. I’ve never driven a stick car, only a truck. (Btw, I have the Logitech G25 racing wheel with the 6 shifter, and the foot clutch peddle).
here is the question:
In sequential, or H pattern mode: When you’re coming up to a corner, and need to downshift, I know you need to slow down to match the speed cadence of 2nd gear, but do you just put the clutch in, and shift when the R’s drop? (granted that you have slowed down to the correct speed) before putting it in 2nd.
I’m not too sure how difficult the AI coding would be on this engine. I would think that by now, there is a lot of standard code out there that developers could use, and modify to fit their game. That's a good question though: The down side to having AI police is that it would use more resources on a system during multiplayer games, but I think this concept would be more for single player mode, something you would play when you were by yourself, and didn’t want to connect to the net. Than again, I guess it could also be fun if the police were chasing a group of drivers online, you would always be wondering when they were going to turn in your direction.
I remember in NFS, there was a point where the cops couldn’t catch you, and they would put spikes across the road. You would almost always run over them because you were moving so fast, but there was also more room to go off the road in NFS, so if you were able the spot them up ahead, at least you know you had the possibility to dodge them, but I always got flats from them.
lol, nothing wrong with that my friend!
I know the feeling, i've been hooked on OFP for too long. Not to mention all the time I've put into making , Unreal Levels that never got me anywhere.
In all honesty, I thought LFS just came out.
I need to learn some of these multiplayer game commands, like Shift+P. Last night was the first time I played, and I was so lost. thankfuly someone was helping me, but I still have to work on the rules.
Know one is making anyone do anything; That is why they call it a suggestion. You might be right about the work involved, but I'm not a programmer to know, but it might not be a bad as we think. Seeing how good this game is ATM, I would have to believe that the programmers in this team are like rock stars, and can do just about anything.
I know I don’t need to sell this idea anymore, but what the heck. Let’s think about this logically.
=== Why is this game so fun? It’s fun because you can’t drive 190MPH in the real world without being thrown in jail for reckless driving. The fun is in the fact that it’s bad, and we are getting away with it.
So, just imagine how much fun it would be to have copes chasing you while your terrorizing city, and country streets with your demon on wheels.
"The dukes of hazard"
I knew this kind of reply would come.
If you have a car that’s made for bringing you from point A to point B, do you really need a radio? That is my point!
it would just be another mode, or mod.
Who says? I’d pay for another license if I could get all this, and I bet many others would as well.
Firstly, I have to say, the mechanics of this game (the ability of parts to break like in the real world, and be customized) is absolutely amassing. This is by far about the best sim I’ve seen. If I my just make 4 small suggestions: maybe something to consider down the road.
Firstly: I would love to see some games with police chases, like a hot pursuit kind of game mode. It would be a fun thing to add to something already great. (But don't change what is already).
Secondly: I would love to see a few new large outdoor tracks with more open areas to drive. So if someone wanted to cut through a small set of woods during a police chase, or even while racing, it would add a new dimension. I’m not asking to change the current tracks, just something to think about for new upcoming tracks.
Third: Large industrial cities with lots of roads and subway tunnels would be a blast. And to add to this, the driver would have the abbility to drive down side roads even if it means going off the path. This ability to go off course would not happen during a race obviously, but knowing you could if you wanted to can add a ton of fun psychologically. And even more fun during a police chase .
And last: The graphics look great, please don’t ever cut corners on the textures being used. Keep the graphic’s quality where it is, no less. They look great!
I know that this is a racing game, and a great one! But being chased by the police is also very real kind of feeling when your in a fast car? This would be sooooo much fun.
Again, I’m not implying to change anything in anyway. I’m only asking for the possibility of adding some new game styles down the road so if the player gets tired of racing on tight tracks, he/she can take them cars out for a hell ride without guard rails.
In any case, this game is a about the best I’ve seen as far as simulating how things really happen. Thanks for reading
So I guess I had it right: I just wanted to make sure This is how I had it yesterday when I was playing. btw, I have the FVS318v3 netgear, you can set TCP/UDP as shown in the image, or individually
Quote = Manaul
sorry if my questoin did not make sence. This is what I'm trying to say: The manual says, "63392 and 29339) have to be forwarded"
Forwarded to what? Is 63392 the full range for TCP, than I guess 29330 would be the full range (meaning start and end) for UDP?
Or do you set up a double protocal; example TCP/UDP and than give them both numbers as a full range? See how they web pages separates the rangers with commas? http://portforward.com/cports.htm
Hi,
Just wanted to be clear on something-the manual doses not specify.
In the manual, it says that ranges 63392, and 29339 are used for forwarding.
However, being that the game uses TCP, and UDP; My question is: Are these two port numbers separate/individual ranges? or are they start, and end ranges?
In other words: 1. Is 63392 the start range, and 29339 the end range for TCP?
a. Or is (63392 the start) and (63392 end) range for TCP?
I need to know this becouse my hardware firewall has start and end port fields for both TCP, and UDP when setting up TCP, only, and/or UDP only..
Also, My firewall can be set to “both” TCP/UDP all in one setting as aposed to individual settings.
But the manual doses not say if these ranges are individual, or start, and end ranges? there are a number of possibilities, but Which example is correct?