Yes, my estimation was conservative. I try to keep it between 500 and 3000 depending on the complexity of the vehicle.
I tried sitting on a populated server and looking for mods that cause big drops, but i couldn't find ones that i could definitively say cause problems. Tried out the reduce detail function and it's very handy. Thank you!
In any case i have a hunch this update will improve things a lot. Thank you for the quick update!
I haven't tested configurations in LOD2, but at least in LOD1 they do not add up when it comes to the triangle counter. Each config has its own number of tris. So for example if your base car has 40k, then you can have 2 configs that both add 20k, even though the limit is 63k.
I can only speak about my experience from the cars i've created. I am 99% sure you will never need anything more than 10000 triangles for a high quality LOD2.
Here are some LOD2 examples of my mods:
As you can see you can create shapes that are complex enough with less than 10000 triangles. Honestly these can all be optimized further to below 5000 without losing shadow quality and any kind of quality when looking at the car from a distance.
I expect it will present an issue for people that buy their models or don't know how to use a modeller to decimate, but it's a price worth paying for a stable sim in my opinion.
We have discussed this on discord many times; why is there no separate upper limit to the number of triangles in LOD2 when it comes to the editor? It's a real fps drainer when people join the track with an LOD2 that has 10s of thousands of triangles. Sometimes the game will even freeze for a split second because of cars like that joining the track (i have a high end pc). There are way too many mods like that out there.
I realize it can become a problem of backwards compatibility in implementing a limit now, but i think it's necessary and better done sooner rather than later.
It's worth noting that the biggest reason for the high ride height with the "pro" setups is the fact that the aero model is very simple. Ride height doesn't really change anything and neither does pitch. Would probably be a good idea to think of implementing these at a point where the aero model also gets a much needed update.
This. It also makes it easier to get the sound closer to the real thing since you can't change the firing order in LFS. The engine is moved further up a bit to compensate for the lower COG of the flat engine.
On other sims we usually get 2 numbers that are really useful:
1. Fuel last lap - allows you to know what you used last lap and adjust your driving in the following laps to suit your needs. When you have the fuel average, that part is kind of hard to do on the fly. I was spotting for Dennis in the last E-Challenge race and i had to calculate fuel used manually from the delta that was used that lap. This would be pretty impossible to do while you're driving yourself.
2. Laps of fuel remaining - Usually it's just fuel in tank divided by fuel last lap. This one is not as necessary as the fuel last lap, but it's nice to have for when you're racing alone and just need to know the number of laps you are able to hit with the current fuel usage rate and whether you are above or below your target.