It's threads like this that start things like "Easy Mouny" and "Me Thing Mest Up", as seen on the Forza 2 forum.
Gentlemen, we're at the brink of a forum epidemic. The emergency exits at to your left and right, and you will find a floatation device under your seat.
Sounds about right TBH, the LX4/6 have bike engines which seem to be more efficient with fuel.
My RL car (EP82 Toyota Starlet GT Turbo) runs at about 27mpg with normal driving (And some A/B road hoonage). Quite good given the performance, although it is only a 1.3.
Whoo, easy tiger! It is irrelevant how long it takes to make something, if enough people request it (and the Dev's listen to what their customers want) then it should be included. Granted, some ideas are a bit daft, but give me a valid reason why trucks cannot be considered an option?
It is indeed a racing game, and why should trucks be left out? We've already got hatchbacks, saloons, touring cars, single seaters, rally and autocross. Adding trucks would seperate LFS further away from the norm by offering its players an even wider selection of toys to play with. Which leads me nicely onto...
Exactly. Racing trucks use normal road tyres. They screach about the tracks and are lairy, wallowing pigs of a vehicle. Excellent fun. Personally, I can see the appeal of hooning about in something weighing 10 tonnes, tyres squealing as they stuggling to stay in a straight line whilst 500+bhp and 2000lb.ft of torque is shoved through the rear wheels. It'll be interesting to see how LFS' physics engine deals with that.
I'll have to check when I get back home. I know my card (Gainward 8600GT 1GB) can knock out a hefty resolution, but I think the limit for me is my monitor (19" widescreen). I run the game with everything maxed out and my framerate is capped at 100fps. I'll take the limit off and see what it'll run at too.
One question though, why the increase in resolution? If you want to make the game look prettier, surely it would be better to work on texture details or track/car detail in general? Not to say that LFS doesn't look good, but it does pale a bit in comparison to something like Forza Motorsport 2...
Depends on the car. The Raceabout is twitchy even at the best of times, the LX6 is a bit of a lairy beast, and put a rear wheel on the grass under throttle in a single seater and you'll be pinballing off the barriers almost every time. Be gentle with the controls too. Chucking a car into a corner with gay abandon and mashing the loud pedal might well work on the smaller cars, but it will get you all shapes in the more powerfull cars. Another thing to remember with the turbo cars is that the boost is quite accurately simulated. Some cars take a bit of time to build boost (called 'lag'), and what might not spin the wheels at low boost probably would at high boost.
With regards to the controllers, keyboard/mouse mostly fails. Either get yourself a wheel or a controller. I recently bought an XBox 360 wheel to try (I got it for £5, so if it was poop I hadn't wasted lots of money) and now I'm used to driving with it, it is infinately better than the Xbox wired controller I had been using.
Castor angle also effects dynamic camber, which is the effect of increased wheel camber as the suspension load is increased. Too much castor can lead to a loss of traction under load or extremes of cornering.
To see this in action, set the ride height on both front and back wheels to maximum, then soften the springs on both to get some decent suspension travel when the car is dropped. Set a low castor angle, drop the car and note how much camber you get on the wheel. Then, set the castor angle high and drop the car again. You should notice a change to the camber angle, although I forget which way it works. I think more angle towards the rear of the car gives more dynamic camber.
If you're going to do the above, create another setup, I don't want to be blamed for borking someones race setup.
EDIT:- Bah, I forgot to say, why does it matter if LFS doesn't acurately simulate shoving a car into reverse whilst traveling forward? It isn't usually possible on a normal road car and, unless you're Russ Swift, why the hell would you want to be able to do that anyway?
LFS probably has a lot of CPU calculations to do. AI, physics, body deformation, suspension, tyres etc etc etc. It's not as pretty as other games, so the graphics probably doesn't play much of a part in it.
I don't really see what all the fuss is about. If you'd spent hundreds of hours making a skin to sell for millions upon millions of game credits (Reference point: Forza Motorsport 2) then I can see the point of having a bit of a hoo-haa about it all, but the graphics on LFS are hardly something to write home about and the skins are far from complex (comparatively speaking).
If someone steals your skin, just do as already advised and re-do one with a random name, and update it frequently.
Does it do it when you are on your own or when racing with lots of other cars?
I'm running a dual core processor (4400+ iirc) with 2GB RAM and a 1GB Gainward GeForce 8600GT with Vista. I get good frame rates (near constant 100fps when I'm on my own and 40-50fps when there are 20 cars bouncing off each other), but I have noticed the same jumpiness as you, although it's quite tolerable and only when I have some 20 cars giving it Kamikaze at the start of the race.
I would imagine the jumping is caused by LFS calculating physics, suspension and tyres as well as body deformation and AI all at once. The effect is obviously increased as the number of cars does.
Ahh, I'd assumed LFS used VoIP like Forza does. Being able to chat to those you are racing with is good, mostly because you can let people know where you are and what you are doing, but also because you can hurl a tirade of abuse at some numbnuts that just wiped you out.
If you don't want to purchase a wheel, a cheap and good quality option would be the wired XBox 360 controller. It's plug and play on a PC and although it's a tad sensitive, it does the job and you can get used to it.