The online racing simulator
#1 - Noni
Better damage models? Also, where to buy a lisence?
Hi there!

Im wondering if the S2 version (am I right?) has better damage models? The damage on the demo are really pretty dents, but no shatterd glass or bits falling off! Kind of something I was hoping for .

Also, where can I buy a lisence? I cant see it on play.com or most online shops for that matter! How much is it?

Last question - How do I put settings to the max? The settings are quite weird and sometimes I dont know if Im turning something on or off

Thanks!
Licenses can be bought at http://www.liveforspeed.net They are not sold through retail outlets.

The damage modeling in the current version of the full game is the same as in the demo. Improved damage modeling is in the developer's to do list but no timeframe has been given.
Well my friend i guess you havend downloaded the demo from the lfs site so you would know, if you can read that LFS is still a Alpha Version which means some or most stages or not fully completed &/or still under contruction. The damage model is not that perfect for now because for nearly 1 reason i think:

imagine a full field of drivers (maybe 23 in gtr cars on the Oval) ok then lets say the lights go green and the leader meesed up the start and forces nearly everbody to crash. Now what do you think would happen on a low-cost-maschine if thousands ouf parts and pieces would fly around all over the place? Well i think most of us would have lower fps in that cases for now. I a couple of Years, maybe 2-3 when S2-S3 has been release...the hardware is hopefully more compatible, faster and cheaper

if you want to get the full check this out

http://www.liveforspeed.net/?page=shopinfo

and for detailed informations about the game have a look at this

http://www.lfswiki.net/

Name: lfswiki
Pass: lfswiki


Hope this was a help
Have a good one.
#4 - Noni
Quote from 510N3D :Well my friend i guess you havend downloaded the demo from the lfs site so you would know, if you can read that LFS is still a Alpha Version which means some or most stages or not fully completed &/or still under contruction. The damage model is not that perfect for now because for nearly 1 reason i think:

imagine a full field of drivers (maybe 23 in gtr cars on the Oval) ok then lets say the lights go green and the leader meesed up the start and forces nearly everbody to crash. Now what do you think would happen on a low-cost-maschine if thousands ouf parts and pieces would fly around all over the place? Well i think most of us would have lower fps in that cases for now. I a couple of Years, maybe 2-3 when S2-S3 has been release...the hardware is hopefully more compatible, faster and cheaper

if you want to get the full check this out

http://www.liveforspeed.net/?page=shopinfo

and for detailed informations about the game have a look at this

http://www.lfswiki.net/

Name: lfswiki
Pass: lfswiki


Hope this was a help
Have a good one.

Thanks alot!

But, to counter your argument, there will be a option to turn it off :P
Quote from Noni :Thanks alot!

But, to counter your argument, there will be a option to turn it off :P

LFS doesnt allow you to turn anything 'OFF'. It is a simulator The only things that can be turned ON/OFF are graphical/sound features etc etc. So if damage were to be implemented fully, fair enough the visual aspect may be tunable, but the physical effects would not be.
Quote from Noni :Thanks alot!

But, to counter your argument, there will be a option to turn it off :P

Erm.... no?

Hopefully LFS will stick to the pure simulator aspect in the future and we will not be getting invulnerability or unlimited ammo -options. Banger racing was quite fun and having damage only made things more hilarious.
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(510N3D) DELETED by 510N3D
#7 - SamH
Quote from spankmeyer :Erm.... no?

Hopefully LFS will stick to the pure simulator aspect in the future and we will not be getting invulnerability or unlimited ammo -options. Banger racing was quite fun and having damage only made things more hilarious.

I may be wrong, but I read his post to mean that the option to DISPLAY the carnage would be ON/OFFable, which would be like turning shadows or Haze off to save FPS.
I guess there would be no frame advantage when turning visual damage off, cause the damage model as we have it at the moment, is just moving the edge points of the polygon model around...

Could be wrong about that, though
Quote from SamH :I may be wrong, but I read his post to mean that the option to DISPLAY the carnage would be ON/OFFable, which would be like turning shadows or Haze off to save FPS.

That sounds logical. The damage is there, but you can't see the damage, of course for low end systems.
#10 - SamH
By and large, I have to say I do like the damage model we have right now, as far as the damage is concerned. It does strike me as a well modelled element.
There are only two areas I'd really consider that advances need to be made.. one is purely a graphical carnage aspect.. as time goes on, and more and more machines get up to speed, this would (I presume) be more and more viable, just as more complex physics become more viable because base machines are more capable to compute them.
The other aspect is aerodynamical effect of damage. This I think could be VERY complex and I think ultimately would have to be a late LATE addition.. unless it were treated like a wing angle.. I dunno.. perhaps it's feasible. I'm no physicist. I can barely spell it

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