On a side note: I have been running LFS on a 2,2Ghz Athlon XP and a Geforce FX5200 (128Mb) for years and it worked like a charm. Except with 200 barriers/tires in a layout xD
It's one of the powers of LFS, as many people can play it without a problem.
Ofcourse we would like HDR, Motion Blur, Multithreaded rendering, real time reflection maps, etc etc. Eventhough we want it badly, there's actually no need for at all (yet). It's the physics engine that makes it what it is. Which is good, and can only get better
I've got the full Orange Box and 50% off for GTA Vice City. If anyone is interested add me on Steam: nighteye87.
I'll trade for coal or other games/coupons, depending on the kind
This is probably Z30 related, but I'm not 100% sure:
After placing a Route Marker/Marshall/Restricted Area, the buttons for Checkpoints (1/2/3) don't work anymore. It does after placing an object of a different type.
LFS has many 'hidden' functions (Shift+L, Shift+U, etc), and now also the open track selection (CTRL). Perhaps it would be nice to somehow be able to select "Open track" after which you can select the pitlane and direction? It would come up with the same code (e.g. AS6Y for Aston open track, pitlane 6 and direction Reversed), but it would be more friendly to new users.
Great update either way. Love it.
I did notice the extra small temperature block in the sidewalls. But you mention a large block. Do you mean the brownish block in the middle (the amount of dirt on the tire)?
Would be nice to have brake temperature and brake fading implemented someday.
I have different binds and wheel buttons for police/towtruck/racing/cruising. All set up so whenever I press Alt+F12, it switches to the next mode. All binds and buttons are changed within a fraction of a second.
You can't change the F1-F8 buttons with scripts, though.
Always found it rather strange you can't edit the joined AI's.
Would be great if it was:
"Add AI > Click on AI > 'Change Car' > 'Change skill'".
Are there perhaps script commands to do this? If so, you could just make a few scripts. Had a quick look, but couldn't find anything about AI in scripts.
Those are polarized glasses. With those glasses, half of the Hz is going to either eye.
This trick works the same way as Speed Challenge: Jacques Villeneuve's Racing Vision did it back in 2002. It uses red and green effects to mimic depth, but at the same time render the normal image to show you colour. It works, and it gives you a good sense of depth, but the colours of the rendered images are way off.
NVidia's 3D Vision works with polarized glasses, so there's no colourloss. You'll need a monitor that supports it though.
The problem with LFS clutch is that somehow the engine doesn't give enough torque. IRL you can slowly lift the clutch and the car will go (it will drive on its own if you do nothing). In LFS it will just stall.
Start with about half throttle (more is better if you want to learn in LFS), and gently lift the clutch. If you stall the engine, give more throttle or lift the clutch more slowly next time.
Thanks, I was wondering that myself. Best thing to do is working with sprites (like the brake lights in the very first LFS) (not wanting to compare LFS to NFS, but, http://www.whattheyplay.com/me ... 9/03/nfs_shift_audi_4.jpg).
I understand it has no priority at all. It will come eventually
Haven't found any bug yet, nor can I reproduce one of the mentioned ones (yes, the pitlane arrow stays visible when you press Esc, but I don't consider that a bug). Great updates.
Is this because a G25 is pretty heavy for an old system?
I've had my Sidewinder FF for 8 years now and it's starting to die really slowly. Thinking of getting a G25 aswell (as G27 doesn't offer much more for 2,5 times the price), but not sure if my pc can handle it.
According to this line, ice is already implemented in the game.
"Note 6: Ice is only used for internal testing, not present in the official tracks yet.", seen on Wikipedia. Who knows.
Ice + dirt stage/rally stage: +1 (would make Rockingham complete aswell, eventhough that rally stage is fairly small).
Yes!
Even when you're not moving your shoulders, your head can turn about 80 degrees. Then your eyes can turn about 40 aswell (and with a view angle of your eyes of I don't know how much, 90 degrees is just way too few). You're able to see almost everything around you just by rotating your head and eyes.
Yes, if you wear a helmet a bit of this is lost. So maybe limit it to 120 either side. I use a 50 degrees FOV; so us realistic drivers need more than 90 degrees left/right view.
There are dozens of topics about this btw, but a developer has yet to respond. Simply by saying "We can make the limit optional" or "We will leave it at 90 degrees".
I would really like to bring this back up. I'm thinking about getting TrackIR, just so I can look left/right over my shoulder to see if any cars are around me. But with the restriction (also with mouse view) set to 90 degrees, what's the use of TrackIR when I can use the view buttons for the same effect?
I use a 50 degree FOV so you can see absolutely nothing through your back windows. Even with a 90 degree FOV you can just about see something tiny through the right rear window.
I can move my head - without moving my shoulders - at least 100 degrees. And not even talking about my eyes themselfs. I can look almost straight behind me when turning my head and eyes into that direction (ofcourse with only one eye, as the human body is made to look ahead).
And even in a good harness you'd be able to twist your body at least a bit.
Earlier I said I had come across no bugs. But sometimes when I Shift+P, it selects a different skin setup than what I had on the car before pitting. It happened to me three times now.
Perhaps I must say most of my skins are 2560×2048, but it did jump to one of those aswell. But it might still be causing the problem.
In real life: the closer the surface is to the car the sharper the shadow it is. Diffuse light is bouncing back and forth causing shadows at a greater distance to fade.
Regarding the test patch:
Z15 works fine for me. Haven't come across any bugs. Windows XP Professional SP3. Great to finally be able to see the gears in MRT! Still waiting for orange (ca. #FF5500) text colour
EDIT:
Not Z15 related, but you can't see the gears (especially 5 and 6 are hard to recognise) in some other cars aswell from the default driving position (UF1, FXR, FZR).