/this might be a bit of a manifesto from my side, but now that simracing as an 'esport' is as popular as ever, I think it would be worth it to have this discussion again/
The fastest way to drive in LFS has been crystallized for a long time: lower steering wheel rotation, automatic clutch (or button-clutch if not forbidden), handbrake ready to be used at all times. While mistakes were always punished, the extra skill of using axis clutch, h-shifter and full rotation is not really rewarded at the moment.
For obvious reasons, the physics engine has stayed the same the past decade, but the hardware we use to race didn't. While some of us started LFS when two pedals and 270 of rotation were the cutting edge, nowadays its hard to buy the wheel that doesn't rotate the 720 degrees of rotation LFS uses (for now) and hasn't got a clutch pedal. Which brings me to the point: why does the game even allow to have anything else than 1:1 ratio between the rotation of the steering wheel you use and rotation in game? Pros and cons aside, it's apparent that the handling of the car changes dramatically with different rotation settings, to the point where I would argue that we're not driving the same car (which is ironic to see in endurance races when you share the car with a teammate who uses different rotation from yours).
Same thing applies to the clutch pedal - now that the game detects the controller you're on, why should automatic clutch be allowed? This is probably the most controversial point, and also the one I am shooting myself in the foot with, but most drivers don't use it apart from the launch off the line. We race road cars as if they were karts, and that will not change, not with the new physics, not ever, unless it's made slower, or forced.
Regarding the handbrake meta, it's everywhere now. Somehow, in the early days of the past decade, we smiled with a bit of cringe and embarrasment at the problem and swiped it under the carpet until Scawen traded handbrake in single seaters for Rockingham (hooray). The topic was brought up here a couple of times but the attention was quickly shifted onto another issue. Join a public server and right away you'll see that most of quick TBO drivers spam the handbrake on the regular in multiple corners. But who cares about public servers right? You would think that the top GTR drivers wouldn't need to use it, but no, it's clearly advantageous at times, then it's used lap after lap after lap, for however many hours you desire. I don't think Scawen races enough to understand the impact this has on the car potential and as a result on the competition. It hasn't been dealt with at the start, and if someone buys the game tomorrow, he will see that in some cases the way to go fast currently is to set the car up for understeer and help yourself into the apex with the handbrake, sometimes more than once into one corner.
Many years have passed since we've had some introductions that shook things up, namely Hotlappers Paradise patch with tire warmers and custom start spot. Was it a good thing? Just look at some BL3R hotlaps, just back your car up against the wall, make your pit crew heat those babies up to optimum temp and off you go to set the laptime. The laptime which has no translation into reality, no chance to get close to in online quali conditions. Remember just how cool it was to see the guys beat WR in qualis to the events, like WOW. How many no-joke WRs had to make way to lesser drivers taking advantage of tire warmers, when probably all that was needed was to disallow hotlaps in which the driver was facing the wrong way in the buildup.
We also got this thing that was probably meant to use only in Scirocco, but ALL the cars got it in some way, even though it's virtually no way to prove someone is exploiting it - I'm talking about ABS. Originally a cool feature, but it quickly became apparent it disbalances XRG against XFG like hell, makes TBO racing flat (takes off the challenge of the wheels locking up and not wanting to turn into the corners as a result), and - unlike handbrake - the feature that should save you from problems becomes - just like handbrake - an advantage most useful when the car is purposefully set up for it.
I don't think we looked at some of those things in retrospect and assessed whether they were good for the game in the long run. Sure, any novelty is a good thing, but I believe another look at things is needed. It might be that for better to happen, good must stand aside. I don't see anyone complaining at the moment, but maybe we have a golden opportunity to start over when the new physics patch finally comes out. Maybe this is a non-issue for many, but I hope that both those who co-sign and those who don't speak up.
The fastest way to drive in LFS has been crystallized for a long time: lower steering wheel rotation, automatic clutch (or button-clutch if not forbidden), handbrake ready to be used at all times. While mistakes were always punished, the extra skill of using axis clutch, h-shifter and full rotation is not really rewarded at the moment.
For obvious reasons, the physics engine has stayed the same the past decade, but the hardware we use to race didn't. While some of us started LFS when two pedals and 270 of rotation were the cutting edge, nowadays its hard to buy the wheel that doesn't rotate the 720 degrees of rotation LFS uses (for now) and hasn't got a clutch pedal. Which brings me to the point: why does the game even allow to have anything else than 1:1 ratio between the rotation of the steering wheel you use and rotation in game? Pros and cons aside, it's apparent that the handling of the car changes dramatically with different rotation settings, to the point where I would argue that we're not driving the same car (which is ironic to see in endurance races when you share the car with a teammate who uses different rotation from yours).
Same thing applies to the clutch pedal - now that the game detects the controller you're on, why should automatic clutch be allowed? This is probably the most controversial point, and also the one I am shooting myself in the foot with, but most drivers don't use it apart from the launch off the line. We race road cars as if they were karts, and that will not change, not with the new physics, not ever, unless it's made slower, or forced.
Regarding the handbrake meta, it's everywhere now. Somehow, in the early days of the past decade, we smiled with a bit of cringe and embarrasment at the problem and swiped it under the carpet until Scawen traded handbrake in single seaters for Rockingham (hooray). The topic was brought up here a couple of times but the attention was quickly shifted onto another issue. Join a public server and right away you'll see that most of quick TBO drivers spam the handbrake on the regular in multiple corners. But who cares about public servers right? You would think that the top GTR drivers wouldn't need to use it, but no, it's clearly advantageous at times, then it's used lap after lap after lap, for however many hours you desire. I don't think Scawen races enough to understand the impact this has on the car potential and as a result on the competition. It hasn't been dealt with at the start, and if someone buys the game tomorrow, he will see that in some cases the way to go fast currently is to set the car up for understeer and help yourself into the apex with the handbrake, sometimes more than once into one corner.
Many years have passed since we've had some introductions that shook things up, namely Hotlappers Paradise patch with tire warmers and custom start spot. Was it a good thing? Just look at some BL3R hotlaps, just back your car up against the wall, make your pit crew heat those babies up to optimum temp and off you go to set the laptime. The laptime which has no translation into reality, no chance to get close to in online quali conditions. Remember just how cool it was to see the guys beat WR in qualis to the events, like WOW. How many no-joke WRs had to make way to lesser drivers taking advantage of tire warmers, when probably all that was needed was to disallow hotlaps in which the driver was facing the wrong way in the buildup.
We also got this thing that was probably meant to use only in Scirocco, but ALL the cars got it in some way, even though it's virtually no way to prove someone is exploiting it - I'm talking about ABS. Originally a cool feature, but it quickly became apparent it disbalances XRG against XFG like hell, makes TBO racing flat (takes off the challenge of the wheels locking up and not wanting to turn into the corners as a result), and - unlike handbrake - the feature that should save you from problems becomes - just like handbrake - an advantage most useful when the car is purposefully set up for it.
I don't think we looked at some of those things in retrospect and assessed whether they were good for the game in the long run. Sure, any novelty is a good thing, but I believe another look at things is needed. It might be that for better to happen, good must stand aside. I don't see anyone complaining at the moment, but maybe we have a golden opportunity to start over when the new physics patch finally comes out. Maybe this is a non-issue for many, but I hope that both those who co-sign and those who don't speak up.