RTC can vary by as much as 20% (+/-10) but most fall within 5% of each other. This can result in notable differences in single player gaming when played side by side.
LFS corrects the real time clock when playing in multiplayer mode by a process of synchronisation over time. It does this by comparing your clock versus the host and compensates for lag.
Whilst It is fair to say there will always remain a discrepancy, within the multiplayer environment of LFS it is minimised to the extent of making no real difference thanks so Scawens resynchronisation approach.
I believe this is a very poor counter-argument to my original statement, that not fighting against oppression is siding with the oppressor.
In a state which persecutes a minority the only way to overturn the behavior of the state is for the majority to act responsibly and overpower the state. But if the majority ignore the plight of the oppressed then they have, by their silence, colluded with the oppression. Especially if the individual cannot claim ignorance to the situation.
The onus is on the individual to not just support a morally correct position, but to actively pursue it. In failing to do so one is not standing up for or fighting for ones beliefs. Which draws in to question what they actually believe.
This need not be with violence, but it sure as well does involve me speaking out when I see someone being treated unfairly.
So to put it in to your original analogy: When the steering column is broken, don't compound matters by failing to apply the brake before hitting a brick wall.
I actually do not believe we are all equal, we are all individuals and frankly I am better than most of this forum.
I am a great believer in rewarding merit, so what I do believe in is equality of opportunity.
When I drove the road cars a lot I used to set my FOV to about 60, I found I was perfectly capable of keeping track of what was beside me by audio queues and the virtual mirror.
If you have a little experience at racing and some racecraft then having a low field of view is not problematical, and can help you spot apexes.
Whilst in the heat of battle you are correct, but the sad reality is - especially in faster cars but to some extent through all of LFS - the faster car gets by too easily. Partly this is because the aerodynamic simulation doesnt feel right.
I think it was as far back as patch Q or S or thereabouts when the physics had a bug which meant loads of extra downforce was applied to the front wing when you followed someone through a corner and created oversteer. It was totally wrong, it should have been understeer - but the racing was right as a result! The problem with the physics for the most part is that there is too much mechanical grip and not enough aerodynamic grip, and consequently faster cars tend to blitz past slower ones without too much of an issue.
Go and watch any club or national level motorsport with downforce cars and you will notice an unusual phenomenon. When cars are following each other they tend to be the same distance apart at a given point on the track. It's the aerodynamic effect at work, and it's more important to racing than mechanical grip.
On the contrary I think it would help. The problem with a sterile environment is that with practice there is a perfect way to do a lap, and you can recreate it. If you introduce transient variables then you remove the concept of perfection and force drivers not to be so close to the limit.
I couldn't agree more.
At just over half your age I certainly don't consider myself youthful either - I am hinting at the ability of youngsters to condition themselves for repetition and their regrettably faster reflexes to visual queues. I no longer have the reactions I did when I was young, which where lightning quick if I say so myself. Do you remember that Alain Prost reaction time game in video arcades back in the 80's? Pah, top spot was easy then...
You may have kept your Jedi like reflexes, in which case I tip my badly dyed hair with its first signs of grey to you - but I still reserve the right to moan about kids today, it's a privilege of age :P
I feel that talking about this is prying in to the personal finances of other people and I don't think is very polite, but I can say that I have not heard anything contrary to Scawen working full time on the physics and I do know that in at least one instance he has drafted in expert help from outside - but yes your source is correct.
I've had the same amount of time on one as you have, or less :P
And no, the essense of the game for the player is the gameplay mechanics. Currently racing in LFS is a matter of chasing perfection every lap - the environment is sterile so there is a perfect way to navigate each circumference of the track. It's about endless practice and precision. This is unequivocally not what racing is like from my limited experience of going racing.
Tyres are important, but I view LFS' physics as "sufficient" given that the environment is so stale.
I dont want to chase endless laps drilling in perfection, practice yes, but without the dynamicism of an environmental simulation the core gameplay of all simulators is totally at odds with the experience of actually racing and instead are games whereby the youthful ability to recreate and be repetetive is the most rewarded skill.
I have always said that tyre physics is missing the point of a racing simulation anyway. A car simulation sure, but racing is about racing - and that requires the environment to be as dynamic as a real race track and in this department LFS is like all the other sims, the environment is too static and there is no persistence from one session to the next.
We don't adjust our tyre pressures and castor angles for the midday sun, we don't have to compensate for track temperature variance on overcast days, we need not worry about how much grit is on the racing line when the surface is damp, our circuits are not effected by locale issues like overhanging trees or being under the flight path of jumbo jets.
To me LFS is a car simulator that happens to have quite good multiplayer code. This results is a reasonable racing experience, but I wouldn't call it a racing simulator.
From a personal perspective what I would really like is some 5 door saloons, with some kind of variable boost or push to pass system that I can control via insim for league racing with some new short circuit configurations, then I can bring back the STCC broadcast series . But I don't really care about tyre physics.
As for the communication between devs and the community I have already given my view elsewhere, it's a discussion which has occurred many times here over the last 4 years.
Why all the [passive] aggression over somebody raising a debate? Whether you agree with their point of view or not, the reaction given here is exactly what 5haz highlighted in his last post.
I'm going to be a bit Scawen here and say that it'll be ready when it's ready :P
Currently I am getting a few glitches in thy physics when ye olde Dragon is turning corners, and it seems to bounce off uncontrollably when it makes contact with any sword painted in red and white.
On a more serious note a lot of my development work at the moment is focused on closing down some of the gap in my knowledge from a few years out from making games. The experiments above are my first foray in to the world of graphics shaders, a development which has occurred in the meantime whilst I have been off making a living out of eCommerce.
Because of this experimental work I am still quite a long way off getting the game to a playable state.
I think it will take me a few more months of fiddling to get the game to a place where I feel like the core technical aspects are in place, and from that point it will likely be a few months more until I can begin work on gameplay elements, so I think a demo is probably a fair way off.
Cheers, I have been playing with some of the modern graphics techniques so have a few more beauty shots. There's no shadows on these but the effects are still quite pretty.
rFactor is a terrible engine for modding and a great example of how branding something as modable alone is enough to get the masses believing you. Non-standard formats, and no content management system.
There are numerous ways modding could be controlled and distributed. We already download skins when we connect to a server so it would only take a small leap to download geometry data for cars which isn't that big either, especially when using compression. The largest part of the download would be the cockpit textures, which probably would amount to little more time than downloading a few high quality skins.
Unleashing the hordes would be bad, but unleashing the talent is possible. Eric isn't the only brilliant 3D artist in the world.
I've always liked the idea of a Group C car in LFS, and recently my brother (also an LFS licence holder) made a ( 962C, but there was no point releasing it here, so now the model has been picked up by the devs of another race sim.
Allowing modding does not necessarily mean opening the flood gates to poor quality if the flood gates are still controlled.
I think it is evidence of the great content that could have been if the devs would have allowed some of the talented members of the community to make it in a constructive way.