If I may suggest something, I believe the big GTR cars should have MORE gear whine. Like a lot more (that it be louder). Also on cars with straight cut gears, the gear whine should probably "skip" when using a high gear ratio (like 1st or 2nd gear) and backing off gas and maybe also skip in a similar manner on hard bumps on the road.
Appart from that I really like the sound of 4 cylinder engines at the moment. Maybe turbo louder?
Well if there is one thing I'm glad to learn in this thread, it's that, considering that patch V is not out yet, and considering the time it will take to code, model and texture those uncompatible features for the patch after V, LFS will not get in the way of any family or friends gatherings this holiday season!
The sad way to see it, is that if we consider the last patch with "meat" added to be the one when the BF1 and single seaters new cockpits arrived, the next patch with "meat" will very likely be around one year later, if not more. And I find it sad because I would have prefered to see new road cars/GTR cockpits instead of the BF1 back when it arrived. I guess I'll start to play LFS more often again when next meat patch comes. Maybe I'll even download test patches again like the good old days!
Ya I meant an insim packet. And the use of it would of been to tell wether the driver is on a flying lap or if he aborted lap, or if he's on an outlap. The purpose of this would of been to limit the number of flying laps to say 12 per driver, on a qualifying server that is run throughout a week. So that the total flying laps possible is the set number, but drivers can drive as many incomplete laps as they wish by driving through the pit lane when they feel their lap was not good enough.
Scawen, I don't know if that would be possible or if the U-series patches would be a good place for this, but useful request for you:
Would it be possible to have a packet that says when cars pit in or out? Like entering and exiting the pits area/crossing the line. Not actual pitting. It would be useful (believe me) to have a packet that can tell when a car is driving through the pits. And if it is possible, telling us where it is
Or does that already exist?
I believe we have the worst here in Montreal, Qc, Canada. We also happen to have one of the best, who's the regular commentator, but he also happens to do Hockey, so when the season starts and our team goes for a match away, he goes away too.
So sometimes at the beginning or the end of the F1 season, when there's still hockey (or it's just started), we get this **** who doesn't know sh!t about F1. It's totally ridiculous I believe he doesn't know which driver is with which team.
Michel Y. Lacroix is his name.
Normally he comments Curling... and should be left at that.
Well basically, what Todt said there is "if they do team play, we will also do it next race".
So expect Massa blocking both Renaults if any Ferrari is in front of them.
If only Kimi's car could be reliable for once in the last 2 races it could mix things up a bit.
I believe this is a very bad idea. The tires can and should be generated on the fly, but the wheels could and IMO should be modeled. For a start, that technique used ATM seems to use some sort of "cross section" in the middle of the wheel, which looks both bad and unrealistic. Then I believe the designs possible are relatively limited and I'm not sure it's possible to texture the wheels, which would definitely help in faking a realistic look and masking a lower polycount.
I mean it's ok to do some things in a different way than everyone else, but if it's not broken, don't fix it.
I actually believe it's the car that should absorb most of the impact. This is where energy absorbtion is needed.
The walls as you say just need some damper physics in cases where it applies like tire walls, but the cars need to actually absorb impacts and deform/loose parts.
I thought they called it Viper because it was like the "new" american 2 seater-very-powerful-with-a-lot-of-torque car. Like a new Cobra...and since the Cobra wasn't a Dodge, they needed to find another snake to call it like.
I was under the impression they had called it Viper for that reason.
Maybe the GX had same size front and rear, but that's not a turbo. It would be the XRG...and besides, the starion TSI was something like 197hp apparently and our XRT is 240, so I think it just makes sense with 40 more hp to have it with wider rear tires.
Good points you make, but on this particular one, wouldn't the XRT have wider rear tires than fronts?
I would expect such a car to have 225's rear and something like 205 up front.
I would also like the other guy I don't know the name of (sry) try to fix the powerband issues to see how it makes them things more competitive and maybe fix the longitudinal grip loss of the tires so that spinning on a start actually is slower than full throttle (or is that already fixed?). Then if things are normal we should have the FXO much slower on starts and RB4 quite a bit faster.
But really. 240 width tires on the FXO? That is just ridiculous. Hrrm...the Acura TL has 235 tires and is a fwd...but it's much bigger than what an FXO would be.
I would expect it to be in degrees too. What surprises me however is that you say recommended basic values are more negative camber at the rear than the front, whereas this is mostly opposed to what I've seen generally.
Even in F1, you can often see on pictures the cars are running more camber on front than rear. I do see the point that it could make the car more stable (??) and so maybe a little easier to drive.
You omitted the word "sharp" in my post. Long long multi-apex turns are boring IMO. I'm not talking of a track like Blackwood where the challenge is more to keep the momentum. I'm talking about a track, designed by Eric, not a real track, where you actually have to brake, even in the FOX and where the challenge would be to actually keep the car on track on blind opposite banking turns and on sequences, like esses, where you have to reaccelerate uphill during the turns if you want to be fast.
Ya Eric's work is nice, tho I do see room for improvement
Speaking of tracks, I think there are too much straight lines in LFS tracks currently. I'd like to see a track, not that long, say between 4 and 6km, like a normal GP track lenght, but something that makes you sweat. A track where one turn doesn't wait next one, where some turns are sharp downhill opposite banking blind turns, where you have sharp blind uphill turns, sequences that unbalance the car constantly...Without high curbs.