Another thing you can do is to create some custom tracks by making some chicanes and course diversions in the existing rally courses. I have a couple layouts we used, if you are interested.
Since LFS Stats is no longer going to be updated, Live For Stats is currently the only app to gather stats that still seems alive. Stats are a huge part of many leagues, and it would be a shame to have this valuable tool fade.
Please please please say you'll update Live For Stats for InSim v4.
No, not fact. Still an opinion. The oval in LFS is certainly a lot less exciting than something that requires braking and more car control in mid-corner. Hopefully, we'll see something like that in LFS soon. But until we do, we have to deal with these continuing misconceptions about oval racing. I think given the right configuration, the skills required on circuit racing (late braking, car control mid-corner, setup, etc.) will be equally important on oval racing.
Motordirex, my family combined (my father, 2 uncles, and myself), has 30+ years of experience of racing on ovals, in karts & stockcars. I am a college educated professional, not a mindless idiot. I don't appreciate your ignorant comments about people who race ovals.
When you have any real world racing experience, please come back on here and comment on how easy (any) racing is.
Not true....for the XRR at least, and I suspect the FXR would be similar. We've been doing 15 lap races recently while planning our own 100+ lap one-off races, complete with pace cars and caution periods. The drafting you can get with these cars is certainly part of the strategy. A lot of people get into the trend of draft passing every other corner and this usually leads to crashes. We've seen teams of two or three drivers getting together and either bump drafting down the straights or doing planned draft passing to get a time advantage over the rest of the field, and then they fight it out over the last two laps or so.
There are a lot of people that complain that oval racing is boring, but with all of the strategies that play into it like full course cautions and pitting, it really can be a lot of fun.
Relative to the cars, I think once the Patch X comes out that balances the GTR's better, this type of racing will be even more fun with the different cars.
I think the comments you made about what makes a successful team to you are fine. I guess what I was getting at are the posts of teams that add guys that they don't know, only to see the team break up a week later because of that "stranger" factor, or because they got mad when no-one joined. The whole point of a team is to get a few guys together than enjoy racing (or whatever) online and get along. It gives you a sense of belonging to something, rather than just getting on and doing a couple pick-up races and then getting back off. Teams are great because for part of the time you are online together, it's not just about racing.
We had a member of our team that was having major surgery, and through the friendships we've formed on our team and with other teams/drivers, we made up a bit of a get well "card" (more like an image) that everyone "signed" with a get-well comment. That was great, because it had nothing to do with racing. It was all about friendships, even though none of us have ever met in person. I just don't think I would have experienced that if I wasn't on a team the valued our friendships first over racing.
This is exactly how CoRe Racing started. Two drivers started a team out of a group of FPSer's and started racing. I raced with them for a while (about 3 months) and they asked me to join. At that point, there wasn't any website/forums or even skins! Just a group of people enjoying racing with and trusting each other. Just like [dSRC], we've had members come and go, and others go inactive and previously inactive members come back, but there was and still is a feeling of TEAM because we were friends on the track before we were teammates.
Nine, I think some of the frustration you are seeing is because we've seen, time and time again, these young people find one other person (sometimes not even that) and come on here and say "Here's my team". Now, that's fine. I don't have a problem with that. Good luck to them. Where it goes awry is when some of these so-called "forum teams" start accepting members nearly as quickly as they post their interest in joining. No "get to know them", no "let's race on track first". That's risky for an upstart team, because what happens when your new driver goes out and wrecks people and ends up on the Wrecker's Barricade with your team tag on? Your team gets a bad rep, that's what happens.
The other thing that is very frustrating is to see a guy start a team with one other person, and then a week later, when no-one has joined, they shut the team down, and the first guy starts another. These things don't just go from 2 relatively new LFS guys to 15 league championship caliber drivers over night. You have to have patience. You have to work, very hard, at it. I don't like people that bash on those that get the freewebs sites. It may not be the best choice, but give them credit for trying. After we got a couple more members by racing with them a while, CoRe started with a free "Proboards" forum. Not the best choice, but it gave us a place to talk outside of the game. Over two years (as of April 9 ), all that has progressed into 14 members, a hosted website & forums, a Ventrilo server, and two LFS servers, and active membership in the management of a successful league. The last few things came because the members were willing to help work on and help pay, and trusted a single person enough to give them their money to make the payments.
The point of all that is to show that it takes more than a week and hoping that people join your team to make said team a success. The people that love this sim and the community are voicing their opinions because we want to see these team do it the right way, and not simply post up team startup notices that eventually just turn into spam posts and online arguments.
Bones: so that's where you were. We had some more great (and I mean GREAT) UFR/XFR @ Westhill racing on the CoRe server with the Fluid guys, and Boris Lozac, and a fellow named Matt Blackwood. Great, competitive racing to be had in many servers in EST, Slash.
Since our first test event for this possible new series was encouraging and revealed some things to consider, we've decided to host another test event this coming Monday, April 23, 2007. The participating drivers in Test Event #1 recognized some issues and expressed their concerns, and track designer David "Le Kid" Sirois has gone back to the drawing board in an effort to address those concerns!
The next test event, will feature a layout that will be familiar to the Test Event #1 drivers, with some barrier changes, among others. This test event will test a few more series related items:
a) Race Night: We have a poll open to ask what the best day to race is, and Monday is the favorite so far. We'll try Monday to see if it works.
b) Race Duration: The first test event had 12-minute races. Because of the modified layout geared toward less barrier-affected races, we'll be trying 15 minute races this time around.
c) Larger Fields: David has invited some of the racers that competed in his recent LFSQuebec racing league, and his FLOG Racing associate, Frosty St.Clair, has also invited some folks, so we should have a much larger field this time around!
Server Info
Server Name: LOTA League Server 1
Password: See LOTA site for PW.
Race Day Schedule
9:15 PM EST - Server Opens - track loaded for practice
9:45 PM EST - Practice Ends - 5 minute break.
9:50 PM EST - Races start - Three 15-minute races. First race is random start, second and third races are reverse grid.
Please join us to help develop this possible new LOTA series!
For complete series details, please visit the MRT/Karting thread at the LOTA site.
I think the current master server based balancing is done by weight because they already have the weight thing built into the car physics model in the form of passengers. Scawen said that the weight thing is a temporary fix handled by the master server while they work on the more permanent solution in Patch X that will be handled by the program.