Well, I think "real racing" just became too complicated/ complex/ time consuming but LFS is a great game and people want to play it, thus they're looking for a way enjoying LFS, too.
Hasn't been a difference to players on the last servers with ... "serious" races.
Pushing the heck from someone faster passing away seemed to have become quite often used.
Well, actually a friend of mine and I no more say we're gonna "race" on LFS, we just say we go in LFS to "cruise", the rest doesn't really exist/ make sense atm.... =/
I see no need in changing the graphics.
Kids get fascinated by lots of much to strong dot-3-bumpmapping, bloom- and motion-blur shaders, depth of field, antialiasing ect. but those are just eye-candy, well I wouldn't call them so any more since it does not look good.
I think clear 3D graphics with sligh eye-candy like the faked environment-mapping on the cars looks way better (espacally for a realistic game).
Quite interesting point, I like high stability to be able to give throttle within the turn but I haven't thought about the breaking part itself (besides getting slow enough, fast enough "Who breaks later is longer fast" *lol* ), I should give it a try, thanks.
I did read through both manuals, as well as through other manuals and I think I got some experience since (I'd say) I can tweak setups
but it takes a long time for me, I always feel where the balance is not right, but sometimes I don't know how I can fix it, or if fixed it can have a negative result on the rest of the track (=> much testing).
However I did aks qestions here, but not much since the answers were no real help.
But as you said there is experience stuff around here, why not putting it into a doku of some kind?
I already got some stuff like "I'm loosing my heck while accelerating: soultion 1; solution 2; solution 3" and so on, but I did not find a setup guide that cares about steering or clutch settings for example.
Sure there is a lot of helpful stuff out there, but everything is scattered around the net and most of the stuff is incomplete.
Or it is in english, well my english is not too bad, but I do not know all those technical words since I installed the german version of course.
Of course I lack in practise on the new BL course but I got a 1:09.xx but average laps are in 1:10 to 1:11, but I got quite fixed break points (and late => high break force; no, tires don't stop rolling =P ) but when comparing with other racers I lack in corner speed even while having more wing than the fast racers, thus there must be other reasons to improve turn speed.
Maybe better PC with more FPS or better wheel which is more precise if everything else should be ok.
There are so many factors and I can't find the reason, really complex stuff! O_O
Even when you read through the physics you still have not experience in racing and setting combination and what can turn out how in which combination.
Those are all long time learning factors and those should be documented, too!
For example the claw clutch, the description is very theoretical and hard to understand, I even searched through the net to find better explanations, but I found nowhere else a clutch description based and percentage values so it is useless!
And only roughly knowing how such an important part works is just not enough for a professional game in my opinion!
Or the steering settings, for 50% of the values I have no idea what effect actually can be achieved with a change.
In spring changes I got quite well so far, but finetuning takes forever since you always got to re-tweak when you are faster.
Tires get hotter, you loose grip, you have to optimize tires to not get so hot while keeping the grip.
When you've done so you can drive fast all the time, you get better, tire overheat again, everything starts from the beginning.
So I still think a game as complex as LFS needs to have far better documentation.
Maybe I'm just too bad, no wait, actually I'm a quite theoretical person and very good incalculations, but for that, I need rules (action-reaction) and/ or numbers, and that's what I'm missing in current documentations, in guessing stuff I'm not very good and without very well knowledge you can argue for a change to come up with different reactions when some knowledge is missing.
But now I'm 4-5 seconds behind and for that amount of work I put in the result is just frustration.
Actually I'm quite familiar in optimizing the setup roughly very fast, but getting it good takes much more time.
I drove 6044 laps with FOX on blackwood during the last 2 years and I really was able to drive a single good lap 1,5 secs behind WR, but average was 2-3 seconds behind, then came the new physics update and I even had holidays these times and I wanted to use the time to create a set to come up with new physics and track layout and while playing a lot of others just passed far in development, thus I found it a waste of time.
Two friends of mine did so, too, they quite with the last patch.
And I got a bunch of other one's setups, even WR setups, but I got an other driving style, I simply can't control them so it is not always as simple as downloading other's sets.
I think we both have the same kind of "driving possibility", I have a job and I'm not able to race 24/7, even when I'm at home I'm not a pure gamer any more (those times were as I was younger) and further I got other duties.
So sometimes I have no time to race for a month or more.
But I like LFS for it's realism and complexity, but while not being able to race 24/7 I'm really slow in creating a good setup for only one car on one track and when physics updates come out every now and then and all the work gets destroyed it is just not funny and so I and other players quit since the work get destroyed ever now and then.
It wouldn't be that bad if we'd been given better possibilities for setup creation, but I (we) as player feel quite left alone with the most important part in LFS.
There are still missing:
- A well documentation not only covering physics but what setting exactly causes what in LFS-
- A problem-solution-documentation covering what to change to solve speciffic balance problems (LFS still does not work as real life, as ride height does not influence downforce for example)
- Ingame tools that help you analyze replays to see which (spring *example*) settings to change in which direction to improve grip/ balance ect.
If it was not so difficult and time consuming to create setups, racers could concentrate more on racing instead of playing pit engineer, and that's what LFS is/ should be about => racing.
I see your main point and have to agree with your arguments.
Additionally, I tried to race with AIs every now and then, just as you said if no one else is there, internet broke down or there is just no motivation for "real" races.
But it just does not make sense, they drive too stupid that you're better trained driving alone.
What I really miss are ingame tools that help you optimizing your setup.
Like your pits crew recording your race data and showing bars compared with your setting bars what would be better in overall race average, stronges left turn, stronges right turn ect.
Everyone always says this is a sim, it hast to be so difficult, but then "sim" the pits crew that does a lot of work, too, too!
(But I doubt that'll be there, since not even a well documentation is been given, the main point seems to be try and fail, wenn fail in common of course, but if that shall be the center of keeping people here.... Oo )
I fear some of you have no idea about the difficulty of level-design and what huge amount of knowledge about internal 3D processing workflow is needed to get acceptable FPS.
Besides that, I quit with the last patch (FOX is no fun an more for me).
Maybe I'll give LFS a new try with the next physics update, they have to work on the tires most.
But all in all it became too difficult to keep up in LFS as a "after-work-hobby".
At last a well documentation is missing (comparisons with RL are useless here since this still is a SIM which implies it acts different to RL).
You'll once loose your tire if touching another car with formulas or loose your front wing when slightly touching another from behind, for realism's sake.
Too bad that Shift+l is not possible in replays, its nearly impossible to watch the numbers while giving your best taking the turn as hard as possible.
However I saw numbers around +2, thus I'd need cambers between -3 and -4, that's a bit much, even for short distance.
I created 2 sets, one with R1 and another one with R2 and managed to get them to a quite similar state, best lap time with both on BL exactly the same: 1:09.87.
But I had to to use different wing settings 8/13 for R1 and 9/15 for R2, the speed loss on the straight returns in the turns that I can take with full throttle (I like to create settings that take fast corners with full throttle).
But I still got the feeling, that slightly overheated tires (centre), well overheated inside drive better, or at least equal to optimal temp (centre) with slightly overheated inside.
lol maybe I just don't get which parts take most of the force in turns.
Yes tire wear doesn't really matter but a problem occured with the new patch.
R1 tires heat up much too fast for short distance races while R2 tires can't really get heated up fast enough (after being below 100 PSI pressure and still not reaching the optimum temp I tried R1 again).
So the decission for short distance races seems to be overheating (feels like aqualplaning in the end) or drivin the whole distance with too cold tires not getting the best performace out of them...
At the beginning (~2 years ago) I alwys tried to equalize tire temperature so that they have outside, center and inside the same temp.
After watching others (I drive races between 6 and 10 laps most of the time) I saw they heavily heat the inside, red color.
As you can see on the image at the first posting I got the inside overheated, the center slighty too cold (85°C optimum) and the outside is nearly not used.
It was much faster than equalizing temps and I alwasy wondered why since they have best grip at lower temp (seen from the overheated inside which obviously is used most of the tire).
Then I thought about still overheating the inside of the tire, while optimizing the center to the tires best grip temp for F08 on Kyoto LONG.
I managed to get the centers of all tires at +/- 3°C around best temp and the overheated insides around +/- 5°C difference max. between each other and I gained 2 seconds per Lap from it!
The things I'm not sure about are, if center and inside with perfect temp reveal with more grip while the camber has to be lower and how important the outside is on curvy tracks where (in my oppinion) it can be ignored?
I'd like to discuss about your experiences in heating tire espacally on turn-based tracks (like BL for example).
With many turns it is good to set up a negative roll, which causes the inside to heat up more than the center or outside of the tire as the picture above shows.
I always wondered how to set up your tires so that their temperature brings out the best grip.
So I optimized the inside temperature for the optimum tire temperature and tried this for a long time.
After that I tried optimized the temperature on the centre, causing the inside being overheated, but I still hat the feeling it had better grip than optimizing the inside temperature.
The last method would be optimizing inside and centre to the tire's optimum temperature, but I got the feeling this setting had the lowest grip of all three.
So I'd like to aks you about your experiences:
- Do you use one of the three methods - and if so, which is the best in your oppinion?
- Do you set up all your tires so they get more or less the same temperature development or do you set them up on how the feel during the race causing high temperature differences between tires?
- And as the last one, maybe some hint's I didn't thought of if you like (like loosing the heck if rear tires heat up more than front tires, short/ long distance races ect.)?
I totally have to agree with you.
But as it is with games that are more and more complex/ difficult, the amount of people that can come up with it decreases.
And I'm out if for now, I don't have the time to keep up.
Maybe I'll play sometimes just for fun, but not for serious racing anymore.
I have no problems saying that I'm not able to keep up.
Or they shall at least write a tutorial on how to drive a racing car in LFS, breaking, shifting, steering, accellerating, and not stressing the car too much, not only technical stuff about parts of the car!
Yes you're right, since the point in LFS is, that they don't have to care about those that already payed and the open further selling possibilities with drstic changes. *lol*