yes you could but dead zones are awkward on any steering wheel axis, because there is that dead point where there is no response. However it is fine for the brake axis.
Someone please post any video of any one doing donuts in the XRG on that forum. The review is ridiculous because the driver seems to have only played ISI games, as well as no real driving experience on the limits of traction.
Whether or not 900 degrees is needed is up to the user. Even while racing with 900 degree steering lock 100 degrees is most likely the most that would be used, unless the the car is sliding. If the car is sliding and the goal is to maintain that slide, then more steering lock is better (only with the G25 or equivalent) because more steering movement moves the front wheels less. The large steering lock value allows for more precision while sliding.
When it comes down to purchasing a new wheel, its all about Force Feed Back. The only wheel that gives proper feedback while sliding, in my opinion, is the G25 because it doesn't have any counter force, cause by the motor, while counter steering. The lack of motor resistance in Force Feed Back wheels makes catching a slide easier because one can feel when the front tires are about to regain grip, eliminating the "snap under steer" effect in most situations. Even in open wheelers.
In the options there is a setting called wheel turn compensation. If the wheel has more or equal steering to the car in game and is set to 1, then the wheel will be adjusted to fit the corresponding car's wheel turn. For example if the wheel is set to 720 degrees and the car in game is 540, then you would only have to turn the wheel 540. If the wheel is set to 720 then you would only have to turn the wheel 720.
As for Gran Turismo, honestly no, personally, yes I would like them to change. Eye candy doesn't really interest me, unless its women we were talking about, it faded away when I experienced how good a sim made with limited budget and three main developers could turn out to be when supported by a community that wants the same or close to the came thing. Also, I have chosen which I prefer in one of my posts.
The community (clean racing) and expectation (developmental) is why I play LFS. I do agree that LFS and its community go beyond what other games/sims could hope for, which is the reason I hope its development continues well beyond S3.
What kind of updates, what part of GT5P do they improve?
However, the GT team had so much time and so much money to work with and still had not made much improvement in the sim direction. While their box says "Real Driving Simulator."
I had deleted the game because it was wasting space on my hard drive, so its a bit too late.
When you enter the auto X editor there are multiple ways to move and rotate the the viewpoint. You could move with the mouse by clicking on the map surface and moving that point around your screen area. Or, you could move with the directional buttons. However there is only one way to rotate the view, which is to right-click anywhere on the screen and rotate the view in relation to the point you click on (you can also reverse the axis).
There is a problem with the view rotate, you are limited to your monitor size. If you hit the edge of your monitor with the mouse pointer the screen will stop rotating in that direction, and in order to continue, you have to pick a new reference point to rotate from.
I suggest making the view rotate like a first person shooter game with no edge limit for rotating the camera with the mouse when pressing the right-click mouse button. Or have a camera option in the deitor that you can "hot-key" into and out of so you can control the view like a camera to make making recorded videos easier.
This is obviously not very important, because it has been dealt with with no problems, except for just the inconvenience.
Personally the image of the way the developers of the GT series expect their game to be do not seem to fit the simulation stand point, for physics, A.I., and tire modeling. However it is an amazing looking game.
Already, with GT5 prologue (Japanese version on PS3), the suspension seems to act exactly the same as GT4. It gives of the feeling that the cars is not attached to the wheels at all. Driving feels like being in, what I imagine as, a hover car that follows the road surface and the wheels are just there to make the cars look like they are touching the ground. The A.I. was pretty good in avoiding the the car I was driving in, but they were easy to pass and their average speed (around Suzuka) was slow. I could put at least 12 sec. total at the end of two laps when starting in eighth while also playing with a controller (PS3). As for the tire modeling (grip), it had improved for GT4 and the GT demo. However, I would have to say that Forza motor sport 2 did a better job of simulating tire contact with the road.
The development of GT5 Prologue seems to have been focused more on the modeling of the cars and environments than the progression of their series as a simulation. My expectations of the development of the GT series was ruined when I played GT5 Prologue because it just didn't seem to have been developed much in the time and money they had spent on it. On another note, I most likely will sill purchase GT5 so I can play on some of the famous tracks such as Nurburgring, Laguna Seca or Infineon. But I will definitely not buy, or recommend buying the GT5 prologue.
You would only have to send the rubber path once each race start. The path would update as long as you have "update path all cars" on. As for the same track on different servers, the path would have to be independent for each server because of the different racing lines people take for the different cars.
But it would be really cool to have a master path for each track sent by LFSW.
I agree to the fake grass as well. These little features would do more than what one would think. Its the little details that makes racing so fun and interesting.
OP: This is an assumption. I don't think it is so much the licensing that is the problem with real tracks, however the accurately mapping out of the track, and the work involved to do it. It's not just the corners and track proportions, but also each hill and every bump and surface change would have to be mapped, and that takes a lot of work.
If and once the real track is implemented into Live For Speed, people would start complaining about how "there should be a bump here or there," "the cobble stones are too slick or not slick enough," or "the crest doesn't go that high or not high enough." These requests would just pile up just like in the other sims.
However, it would be really nice to get either of the two (Nurburgring or Monaco).
Tracks will be more interesting if a small drop off into the dirt existed around the entire perimeter of most or all of the tracks. The drop off, similar to the one at Fern Bay Green after the fast corner with the red and white rumble strip (default textures), will make the track seem like it is actually paved instead of just imposed into the environment. This track feature will add to the immersion into the satisfying illusion of Live For Speed that the users are driving on a real track.
The current track edges, contributes to making LFS look "sanitized"(also here) as said in the thread. Also, maintaining control of the car if a driver runs too wide is fairly easy, even with zero run off experience.
This suggestion is not just cosmetic, not only will the tarmac drop off add a more realistic feel to the sim experience, the feature will also add more of a consequence for dropping the tires off at the exit. It does this by making a driver have to fight the force (w/wheel) of the curb while unstable from the dirt. This could also cause the car to spin if the rear tire gets caught out in the dirt. The dropping the tires will make the driver fear getting too close to the edge while breaking in to corners and give the sensation of "maybe I should easy off the the throttle" on corner exit.
The tarmac drop off will better the experience and hopefully motivate more people to purchase and, intern, support the development of Live For Speed.
I tried to sell the suggestion as best as I could to make it seem more tantalizing for whoever read my thread, even if it has been suggested before. However they are, in my opinion, valid arguments with more than just the "I WANT THIS IN LFS" feel of suggestion.