*bump* Just got another suggestion and I thought I'd post it here. LXCC runs weekly events but we have off-weeks after every 3 races. Would it be possible that when you make a weekly event you get a list of the dates picked with tick-boxes etc. and you can disable certain ones?
Scawen prefers taking data out of the sim for everything he does - ie. there's no drivetrain play simulated so you won't hear the scratchy noise now that you normally get in a race car when you lift. Brake fade is not simulated so you won't get brake squeal. Once these things are simulated, I'm sure the sounds will be added for them accordingly. Also, keep your eyes open for sound updates in about 3 weeks maybe, when Scawen gets back from holiday - I think he'll mess around with them for a bit before continuing with incompatible work on the next physics patch.
Disclaimer: Don't take my words for fact. I'm just guessing. Doing so may have adverse effects on your health.
The reason for that is because, due to the fact that you not only have to fit a steering system but drive shafts on the front wheels too, its more difficult to achieve higher steering angles.
I think it would actually decrease wreckers in the demo by some margin too because of the "effort" that wrecking will require. Let's face it though, no other game or sim has a demo "community". A demo "community"?! WTF? That doesn't make any sense. With a thirty day trial on online access to demo servers, this community would become much smaller and it won't constantly be the same people. You can enjoy the physics offline as much as you want and the limited online use period would give you a chance to experience the great netcode. It would be perfect, IMO. If not a thirty day trial, maybe a limit on the amount of time you can spend online: ie. every time you go online, it is timed and added up. When you've been online for a total of 24hrs (for example), your online demo server access runs out and you must buy S2 to use it online.
No, no, no. You didn't understand me correctly. You don't get to use S2 content at all (nevermind online). I mean, only allow access to online demo servers with the demo for thirty days, so that people stop being cheapskates and BUY S2. I spent a year on the demo. I feel really dumb that I didn't splash out the money sooner, and if online use had been disabled after 30 days, I would have purchased LFS much sooner.
I thought you meant the rest of the community in general, sorry if that was understood the wrong way.
Richard, but without realistic physics the whole notion of a racing sim falls apart. We're not saying that LFS doesn't need anything else, we're saying that the rest of the sims are completely useless without it in our eyes. If those sims had physics on par, we would gladly drive them. There are really fun and challenging combos out there, as well as cars that are great to drive where the WIP state of the whole sim is less noticable.
It is not a matter of looking at nice interiors for me. It would be fantastic to have them and I believe they are coming in the next incompatible patch, but I just get completely frustrated with whatever I'm driving the moment I slide beyond ~10degrees and insta-spin. In LFS I just get in and drive as if I were driving a real car. In GTR I'm looking at cars on the screen and responding to what's there. NetKar's a little bit better than that because it actually feels like a car a lot of the time and only goes haywire now and then.
What sets LFS apart big time from other sims is: ISI sims are a spreadsheet which is no good if that data in the spreadsheet is wrong (and trust me, I've seen loads that proves how wrong it is). Here, try this out: http://www.lfsforum.net/attach ... id=14021&d=1154374270
Replace the Pirelli_GT.tyr file in your GameData\Teams folder in GTR2 with the one in the archive and try the 575. Tell me what you think - that's a tyre curve based on genuine data.
NetKar on the other hand is a mathematical model so there isn't half as much space to go wrong. They're getting it there for sure..
LFS is a physical model which means that even if it isn't all that accurate sometimes, it still feels like one solid piece. You always know what's going on. I'm sure you know what I'm saying.
If I may answer that one, I think a lot of it is down to the fact that the devs of those games hype them with "real physics" and "real data" from all these teams and this "chassis engineer" working on the physics and so forth. People are more inclined to believe that, and not think for themselves and make their own minds up on which makes them feel like they're in the car. Then along comes LFS with this completely different driving feel, you can chuck the car around, catch massive slides, the FF is subtle, etc. Three guys who don't shove their auto-biographies down your throat come and say that this is a simulator! It doesn't have real tracks, and it has few real cars so obviously they don't have that much data behind it, and they don't have the support of real racing teams. You get what I'm saying. A post I read recently by Nard likened most other sims out there to masturbation. I completely agree with that.
Yeah, but do you really want to adjust your volume every time you race? Because, obviously you want to be immersed etc. so you'll run LFS louder than anything around you, and that way you'll go deaf every time a BF1 drives past while you drive something else. Its a computer simulation flaw, and LFS probably has the best solution to the problem at the moment.
Yeah, I found it fairly terrible too. I'm actually running the U35 .eng file for it as I find it a liiiiittle bit better but still not quite acceptable. I've attached that as well as a backup of the V .eng. I'm fairly sure that once Scawen has had his break he's going to continue in making all the cars sound as good as the Raceabout before continuing with other incompatible work. (Disclaimer: Don't take my words for fact. I'm just guessing. Doing so may have adverse effects on your health.) Leaving us with these slightly half baked sounds for a few months won't be that nice. I do find the new sounds much much much more informative though - they used to go flat on high revs before and the engine sound settled to a drone. The extra information, even in the fairly annoying sounding (IMO) LX4 (sadly my favourite car too... :shrug played a good part in me coping with wind much better in a league race earlier today. I could actually hear whether I had tail wind or head wind in the engine sound, so I also agree on the remark on these sounds showing promise for the future.
Can you like... try to read slower? Maybe, you'll get it then. No-one wants to know you think the new sounds are "crap" unless you tell us why they're crap. So when people tell you that you must say why they are crap in order to be taken seriously and you insult them personally, you're asking for a ban.
Have you even read through the others' posts? Doesn't look like you have. Here's an example of what they're saying:
Me telling someone (no-one particular in mind) "your attitude is shitty and you are an idiot" is poor *feedback* to you, because it doesn't help you understand why you aren idiot and what you need to change about yourself. On the other hand "your attitude is shitty and you are an idiot because you didn't explain what you dislike about the new sounds, but just stared a pointless thread" is good feedback. That way, you can maybe understand why you are an idiot and change your attitude one day. Do you get the idea?
Its affected by both. Its a pretty complex thing. The reason for the sound drop is a drop in torque. If you keep your foot on the throttle just enough to sustain speed, you should hear less gear whine etc. which LFS models correctly. I think the diff noise is pretty damn good for a synth.
As one who followed the test patches, I'd like to say that Scawen has been one coding machine over the past week and his work has been nothing short of astonishing and inspiring based on the feedback received! His patience never ran dry even when sound feedback was most inconsistent! Thank you very much Scawen and enjoy your very well deserved rest!
Oh, I think since the latest sound updates, that Scawen uploaoded after what was probably a 26hour day (probably 9am Thursday till 11am Friday), most comments have been pretty good. I'm glad that his hard work and dedication is finally paying off now and everything is *almost* great . I really think it was amazing of him to keep on going and release something that manages to make people happy. Really, hats off to Scawen!
Immersion is back! Frequency balance is back! WOW! (I gave all cars an honest go of two laps around blackwood... bar the MRT which I rolled half way through the second lap and couldn't bring myself to drive further but it sounded good anyway.)
Yes! I think this is more than what I was hoping for for version V... a few of the cars seem to have bad gear-whine loops (XFR and FXR in particular), but overall, spectacular. Also, the XFG sounds a bit over-muffled from inside the car, and the XRG sounds a bit overmuffled altogether. The TBO are fine . A few of the cars seem to have a bit of a bad gear-whine loop, XFR in particular I think (and mostly the higher revving cars). [EDIT: Oh, and the BF1 sounded best in U35 I think... sounds like its revving at 13k when at 19k now IMO.] Everything else is perfect!
Wow, just had a quick poke, and I think the sound is AMAZING on the LX6 now. (I think I might have to use some EQ for my system but that's another matter.) The LX4 is also astonishing!
Looking at the time of that post, I'm struggling to understand why you aren't on the list of nominees for sim personality of 2006 from AutoSimSport.
My brother also had a go - I've never seen him drive the LX6 so well, so you're definitely doing something right! I would give more of a test but I'm off to go karting! Now release V and have a more-than-well-deserved rest!