generally I find the people that come out with 'it's just a game' comments are the one's I don't want to race with. I don't care whether it's just a game or not, I want to be able to enjoy it effectively.
If you're 'pushing' too hard in the game and annoying others, perhaps your own actions are the one you should be looking at. I don't think I've ever been kicked, and also don't think I'm anything particularly special?
3 gtr cars is plenty imho, compared to the other classes. Rather than try to slot in an rb4 gtr and suggest it should be more competitive, I'd just make the fxo gtr reasonable. Some form of rally oriented rb4 sounds good, but I'm not sure how much benefit you could give it aside from a better engine and slicks?
I don't think it's pushy, I just think the default setups / physics in lfs are too conducive to oversteer. Fast corners in lx's are a very good example of this, they oversteer ridiculously more so than in real life... fixing this with setup leaves no disadvantage that I can see.
it's easy enough to fix. full front bar, no rear bar, lowish tyre pressures, fair bit of toe out on the rear, generally soft suspension. It's not at all slow like that either, just requires a different driving style.
Do you really notice every little change on your supermoto straight away? I don't find changes in LFS any more difficult to notice / understand than on my dirtbike. Sometimes I make a change and can't work out whether it's better or I'm just thinking positively One confusing aspect in LFS is you'll often be driving on warm tyres, make a change, and they'll go back to cold, so you can't do direct comparisons.
That's my understanding of how seemingly 'standard' collision detection systems work... it seems in this case it needs to be a little more involved than 'standard' though. Don't see why some basic vector calculation using a bunch of previous packets, acting at least as a sort of 'check value' is such a laughable concept, but like I said, I'm not a programmer
Wasn't trying to suggest that he wasn't a very good programmer, I just don't believe the current programming has reached the limits of the internets capability...
Surely if suggestions on how to improve the game were to result only in 'go and make a new game yourself' we wouldn't have a suggestions forum?
(not that we're in it of course... yes, go ahead, blame me for dragging this off topic )
your example is an easy to understand one, but fairly pointless, as the result of a 100mph collision is always going to be rather jarring for both parties. If you have both cars doing 100mph *next to each other*, and they slowly drift into each other, (ie, perhaps a 5mph collision) there is no potential for penetration of that depth (assuming 50ms latency)
And what's more jarring... being launched skyward 100 metres, flipping end for end, taking out the field... or having the car skip a little unexpectedly?
thousands of variables for a non elastic car collision? come off it
2 vectors and relevant masses would do a decent job of providing a framework for the collision.
Do other games experience this level of collison randomness? I understand roughly how collision detection works, it just seems to me that it needs an extra layer of calculation. At the point of collision, calculate the vectors of each car over the last 5 packets or something. It's only an internet limitation if you view the current collision system as unchangeable...
the lfs multiplayer still has the fairly large problem of random, violent collisions, upon very soft contact between players... still needs a bit more polishing imho
I disagree... you don't feel exactly the same things, but I don't find it any more difficult to understand what the car is doing. The effects may never be the same, but they never are between different cars anyway.