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Arnoldio
S2 licensed
You can add ballast. Have a quali round, see how good people are, assign ballast and voila, done.
Arnoldio's Tarmac Rally
Arnoldio
S2 licensed
Took me quite a while, a year on and off to get it right and exploit as much of the map as possible. Basically my pet peeve are those rally tracks with concrete ramps and armco deciding the way. Probably because of my OCD. So when I first saw the possibilities of WEX, there finally could be a rally track that is actually based on the in-game roads. The rules were - No splitting a road in half if possible, no sections that are in use twice (albeit right after start, there was a small loop, but got removed later...), ofcourse no reverse usage of an active road and ofcourse usage of only pre-existing roads or pavement. Started as a short 8 minute sprint, but the additions over the time added up to cca 14-15 minute track. It could be made artificially longer by utilizing the parking lots it passes by, but in my opinion, it would detract from the experience.

Aditionally, all corners are marked with boards prior to them, but only once. They are all read from left to right. 100-L-50-Hard L would be 100m to left corner, after that, 50m to hard left, as 100-L-HardL would be 100m to left corner into hard left.

Anyway, there is some variations that could be done, like segmenting it and rebranding as other shorter stages, and ofcourse, the reverse version(s) will also come someday. BL with the open layout has some potential, but not as much as WE I believe. If someday all tracks get those massive updates with the surrounding areas, I don't see a problem with creating a couple of stages per track, with reverse options thrown in. Who know, might be enough for a proper rally championship. Tongue

If there was a way to get more spectators into it, I'd do it, but I ran out of circles.
Sorry, no video, my computer is a potato, but here is some pictures.

Starting area with lights and marshalls, the whole 9 yards.

Fun section as it is offcamber, high speed, double apex and a braking zone in one.

A rare chicane.

One counter-clockwise turn in the roundabout is something for the spectators.

One of the two non-tarmac sections.

Incredibly technical go-kart track section where the tire temp and wear comes into play.

And last but not least, the iconic S hairpins at the Westlodge before entering the finish line.


Give it a try. It will house non-openwheel cars up to and including XFR and UFR very nicely. GTRs are a bit out of the comfort zone, but ofcourse it's possible. For the most authentic experience, use of slickmod is encouraged.
Last edited by Arnoldio, .
Arnoldio
S2 licensed
It just needs a racing sedan on slicks. FXO in race trim, so we have a touring car with 1000kg and 300hp.
Arnoldio
S2 licensed
Go for S2, best price/performance.
Arnoldio
S2 licensed
It's a cover, but self recorded and produced in its entirety. A good exercise for the time when we hit the studio again with our own material.

https://www.youtube.com/watch?v=opWTsObAr0w
Arnoldio
S2 licensed
OP is saying, seeing cars go sideways is ridiculous. The slip angle is forgiving and useful, albeit not realistic. Also evident on BL1 last turn with FMB - fast guys chuck the car in.

Maybe the sidewalls offer too much grip, traction break doesn't come into effect quickly enough. Although I like the "chuckability" of LFS cars as it's almost too easy, compared to AC for example... I don't know, I can drift in LFS whenever I want, but in AC, I couldnt do 4 connected corners with a drift tuned M3 E30 that comes with the base game. Although I don't like AC's physics, I am willing to admit that they are probably more right in this case.

You see all those drivers with FWD, RWD and AWD cars doing tankslappers on tourist nordschleife videos, no matter what tires they use. When was the last time you got a tankslapper in LFS?
Arnoldio
S2 licensed
It's like smokes. Not good for you, but somewhat enjoyable and there is always that "Ok, just one more, then I'm dond for today." thing going on.
Last edited by Arnoldio, .
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