You wouldnt believe that there are people on LFS either demo or licensed who doesn't have a powerful PC and can barely run LFS on Westhill or Blackwood with 40 people.
Eric, btw, it'd be good if you could put gates on this road (see 1st screenshot) to prevent getting spectated when using the normal BL GP/Historic configuration on Demo Servers, or getting resetted/retired when on SinglePlayer.
Also, on the old Blackwood (the one before the update; See 2nd screenshot) there used to be a shortcut on it. Was it planned to be like that, or it was a design flaw and forgot to add a little barrier?. Because IIRC Blackwood always had that part covered, like I seen back on 0.5x10 to mention an example.
Now its better to have that little shortcut cut-off to prevent people making fake PBs.
EDIT2: Curbs on Westhill and Blackwood roads are too sharp and makes your car lose control and hard to pull over.
I'd either prefer more content over graphical improvement,
Why?
Mostly because you would lose a good amount of players that don't have powerful PCs to for example, run AC or Project Cars or any other actual simulators, and thats why LFS also stands out, it literally works on every computer. LFS already had a graphical improvement several years ago and its more than enough.
IMO, More Content>Graphics
Seems I missed the post with that bug
Either way I like this bug, same with the bug where you can go through the fence on the gas station, where the gate is.
Well, the replay shows it all, but to simplify, grab a wheelie setup, go to that building, wheelie your way through the doors and ¡bam!, you are inside the building.
As always, when you go through, you get ejected into space. I even flew thru the ambulance
Still, whats the problem of it? Blackwood and Westhill are British circuits (cant remember if BL was real or fictional). Nothing will make the game different for having RHD maps or LHD maps. It depends of what the devs think of, either british or european.
I put the replay just for the lolz mostly, but I do know that this pit limit ""bug"" with the clutch was present on other versions, but had no way to test it back on these days.
Ye, I ended up getting used to manual clutch even tho I use mouse, despite that using manual clutch on KB/Mouse is either 0 or 100. At least I feel that I don't wear the clutch so easily with manual clutch, but ofc you have to rev a bit more to avoid stalling. Otherwise manual clutch is more of an advantage.
This on random servers would be impossible, as nobody would respect Safety Car, they will overtake it or ever ram it, no matter if they get a penalization.
Found 2 more misplacements behind the tire stacks before Turn 1, after entering the gate with the little ¿gravel? road, to the left. Now you can't jump there boosting with the tire stacks anymore :c xP
Screenshots says all
EDIT2: Pit Speed Limit bug
Off-Topic Note: 3rd person view lags depending on where the car is pointing at: When I face towards the industrial area, or if I face straight on the straight end.
Also its annoying that you are watching a long replay from a race session for example, and you need to watch a suspicious move many times, having to wait until it loads, and maybe you missed the exact minutes and have to rewind and wait again.
Its hard to notice them if you are not seeing it for yourself, as an screenshot can't tell much and you need to have a good eye to see them actually flying and not a "perspective illusion".
These flying skidmarks are on mostly all of the curbs.
In the image attached, you can see them flying, and if you look at the curb on the far right, there is a bit of the skidmark clipping and flying. I think I nailed it with the angle.
Daniel, I found a bug regarding the right indicator.
When using Angular Velocity or Drift Angle options on Car Radar, if the car turns right, the right indicator goes up, and if you turn left, the right indicator goes down.
Dunno if this only happens to me.
Done a 10 laps serious race alone #NoFriendsLife :
Blackwood GP Standard Configuration 10 Laps
20% Fuel
Setup used: https://www.lfs.net/files/setups/6946/XRG-BL1-HL-132660 from RCMaus, Although its for hotlap, it really stands and stays strong on these 10 laps. Perfect for 4-5 laps with not so agressive driving. With this setup I made the PB I got actually (1:33.76).
Old Blackwood Average: 1:34.49-1:34.50
Old Blackwood PB: 1:33.76
vs
New Blackwood PB: 1:34.91
New Blackwood Average: 1:35.49-1:35.50
Once you dedicate a few attempts and some laps, this happens. These kerbs became a friend rather than an enemy at the end
I feel the same, like 0.7 seconds was too much of a difference.
I done an offline "serious" 4 laps alone, and in those 4 laps I got back on 1:13.90s, and if I keep practicing Im sure I'll get back to my average (1:13.40s-1:13.70s).
That 0.7 secs gaps isn't that noticeable as they think it actually is when people get used to the new track and its killing kerbs and car spinner curbs. And as MicroSpecV mentioned before, the first chicane after T1 is a bit lower now, but chicane right before Sc2 split is 0.5 quicker, which makes it up for the slowing down on the first chicane, doing little to no difference (for me at least).
Both leaderboards and SETUPS would need to be re-done if tyre physics come out, but hey, carcass simulation is done, and its a great advance for the tyres. Now iirc they are working on sidewall simulation, so there isn't much left. And of course Tyre Physics + VWS would be a great gift for those who knew to be patient, support the devs by either buying the license, cheering them and/or reporting bugs so they can even make it more better!.
I dont see how obsoleting PBs and Hotlaps could be a bad thing, besides of just
+Look, I got a fast lap on BL1
-k gud
This also happened with the new Westhill, and it wasn't too much of a trouble.
This PB reset thing happened many times, considering that for example Blackwood got plenty of updates throughout its LFS history, and its good to start over once in a while. As LFS can't stay the same forever, they have to improve too, even if it means that PBs should be resetted, or the tyre physics overhaul coming.
Oy vey, I found more misplacements.
One is on the left exiting the chicane, where there is a little road with a gate leading to that back park.
The second one is off-track, left of the tribunes at the end of the straight.
Of course I meant off-bounds when you have all 4 wheels off the white lines, which in LFS also means the bounds of the track itself.
The best example of this is how FBM fast drivers/WR get a low split (0.23s), they cut directly thru the first chicane after T1, exiting to the straight, 2 wheels are on the green sausage kerb and the other 2 wheels are on the grass. I leave an example with an old WR: https://youtu.be/BDBXOJCAgaM?t=37s
This is how people (included me) take that last part of the chicane.
So I think that the new kerbs are there to avoid this type of driving/cutting.