Oh the title, waaaah. Get over the thread title, it got enough people in to read my constructive criticism. And don't tell me they're turned off from the thread title, because if their minds were open in the first place they wouldn't give a crap about the thread title after reading the first post.
Quite Wrong. Adults usually obtain a higher level of reasoning than that of high schoolers.
For instance:
1.) Assuming criticism is a dislike for the game despite years of participation and an S2 license = high school reasoning.
2.) Blind support for issues that even the devs admit need to be addressed = High school reasoning.
Try and keep your assertions to yourself, you're obviously lost in the high school level of reasoning. Making negative judgements about other people's valid criticisms of something they want to see improved through contructive input is childish.
PS: This really adds up to your comments being completely false, in an entirely Ironic way.
Drink a healthy dose of Hemlock, please. Who ever said they didn't like it? I think it is a great sim. But I suppose since I like the game I should not criticize it? Your reasoning is either beyond me or below me. I'll assume its the latter.
People buy the sim not knowing (because there is no info on the website) that the AI doesn't function properly, the physics engine is still flawed (although slowly getting better), etc.
Now you can say that is inherent in an Alpha release, but people expect a functioning product, for instance, working AI (even if they are incredibly stupid they could still pit for christ's sakes), and a real approximation of the amount of users online. The website its self is misleading as it groups the demo racers, S1, and S2 racers into the tally right above the current release. So when the site says there are 900 racers online the consumer says "wow, thats a lot, I think I might get this S2", only to find there are barely 300 in the most complete version of the game, most of which are drift servers or other instances where a decent race is difficult to find. The only fault of the devs in that is the misleading approach to showing how many people are online. If you're going to say there are ___ people online, indicate that its not just those with the current version displayed directly below it.
But I suppose that is too difficult a concept to understand for some of you.
You capture the essence of my post. I have played the game religiously much longer than you have (or at least the full versions), yet you accuse me of not having any credibility because I mock all those who blindly defend the product.illepall Way to go man! I bet you're one of the 95% who upheld the illusion S1's physics were perfect.
You're in the wrong place to voice your opinion. An official online Forum for a software product is no place to criticize the software. You're 100% wrong because this is the LFS forum, and LFS is 110% perfect. God made LFS through "Scavier". The physics are just like real life, in fact all of this updating has been unneccessary as 95% of the LFS fanbase was defending LFS as a perfect sim needing no improvement since S1 went Beta. In light of this realization of LFS being perfect I suggest Scawen, Victor, and Eric just retire and maybe even bump the price up. As stated dozens of times before by Licensed S3 racers, they wont mind if the devs stop now, because they deserve the extra money anyways.
Therefore, long live LFS, stfu noob, and you're wrong for having an opinion.
Sincerely,
Aspiring LFS forum whore.
PS: I think I have finally mastered the art of licking dev nutsack (no offense to Scawen, Eric, or Victor, you guys seem cool). Now I am one of the regulars on here!
You guys are right, I concede. Because you showed video proof of the best drivers in the world drifting the F1 cars, I must concede that anyone can.
Further more, even though the FZ50 hasn't really changed at all, and has to pretty much be drifted around a track, and can be by anyone with a few minutes of practice (Just like in Real life right???), the physics are great!
And you're also right, that the thread title is so inflamatory that reading the well reasoned contents of the first post are beyond each and every one of you.
And I am 100% right when I say that you people that blindly say each and every physics improvement is correct even though there are big changes are insane. You guys are the reason the devs haven't seen it fit to overhaul the physics to the level of Netkar, because each time they develop an improvement it takes months before people get the balls to criticize anything, and months after that for them to convince the devs that they were wrong in saying that S1's (for example) physics were right.
The other cars feel similar to the last patch. Yes they hold grip a lot better but the manner in which they lose control is nothing like real life. There is no sense of urgency and its still relatively easy to gain control. In real life the average driver losing control from going around a turn will not be able to gain control, and if they do it will be sloppy. There just seems to be no sudden panic from the back end stepping out. Maybe its the force feedback not slacking up when the wheels slip or something. All I know is Netkar is still the closest in getting that real sense of being on the edge and a sense of "oh CRAP" when you push it too far.
You're right, F1 is easy, so easy I can drift an F1 car. Please take your argument, or lack thereof, somewhere else. This thread is for intelligent criticism.
For the record, where has it been established that any F1 driver has given the physics a thumbs up? eh? So basically you're saying that the the players and the devs, having not driven an F1 car, have no idea what is right or wrong. So you're saying the physics still aren't correct then, right?
Netkar, for instance, is extremely difficult to drive some of their cars on the limit, as difficult as driving a real car on the limit. No slow slides and slow losses of grip.
Again, this is a step in the right direction, I was simply expecting more. It seems each attempt at updating the physics goes like this:
1.) Devs claim seriously upgraded physics
2.) Players claim they are perfect
3.) Players begin realizing they are not.
4.) Devs release a new patch with upgraded physics
5.) Players say they are perfect.
6.) Players slowly realize problems with the physics
7.) Devs work on it further. etc.
I have seen this cycle happen 3-4 separate times since the early demo days.
Ok, they are better, I grant you that, but maybe a few more releases and it'll be fixed. I just drifted the BF1 on the Race 2 or whatever the setup below default on Blackwood GP at the turn at the end of the straight. I drifted it all the way around the corner. Now either the physics are still really messed up or I need to schedule a tryout with BMW's F1 team.
And please don't be foolish and say its the setup, any >2000lb 700+hp open wheel car on racing slicks would realistically be almost impossible to drift even for a professional driver.
Its a step in the right direction, but seriously, why not ask Kunos what he does to get it right?
Maybe they wanted to have a good bit of entertainment watching all you guys salivate and speculate over what it could be. Heck, if I was them I'd give a week of riddles just to see how insane you people went.
You don't see the cars "at the limit" as easily because: a. they're going faster, and b. the drivers are making corrections so many times a second you can't tell from the outside. Watch an F1 race's driver cams, its insane. 3+g's of grip and enough downforce at 160mph, after letting off the accelerator, to make it feel like a normal car slamming on the brakes... thats called thrilling.
They could easily add rain, or at least the physics aspect... just change the physics system over to S1's setup for when the ground is wet. Problem solved
This might have already been said several times, but I have to give it a try.
The force feedback in the game is pretty good, but its missing something. I personally like how netkar and GT4 (yes I said GT4, it has some good qualities) setup their Force Feedback. In particular the way the steerwheel loses almost all resistance once grip is lost, giving the player full awareness of what is going on. Maybe LFS's force feedback is flawed due to the current tire physics model being tied directly to the FF. There just doesn't seem to be any real change in FF strength when losing control.
I have personal experience driving both FWD, AWD, and RWD past the limit and each setup's steering is significantly lighter when traction on either the front or rear wheels is being lost.
Maybe they're testing it so the release isn't like Netkar Pro's. But to give credit to Netkar, Kunos addressed the concerns the same day and promised a patch within a week or two.
See what a little healthy competition can bring about? While I'm not overwhelmed at graphics on the tire sidewall, it is nice to see they are stepping up their game since the new kid (Netkar Pro) arrived to mix things up.
Grip model is loads better than LFS. There is a defined level of grip, and better yet, the Force Feedback actually gives you a good idea of where the threshold of grip is. While any kind of damage to the car's tires or suspension make the light on my desk fall off, when the car is in good condition you actually can feel the suspension load up and rebound on the FF. When the car passes over its ability to "hold the road" there is a real sense of urgency as the resistance of the FF wheel goes completely slack. Overall 100% better than LFS.
And those complaining about the breaking of the suspension arms, at least they break! LFS barely even shows physical damage on the open wheeled cars.