Fanboys, whiners, devs and anyone in between, they are all entitled to express their opinions, as long as they don't insult anyone. And they are entitled to repeat their opinions as many times as they wish. That's the very essence of any forum: conversation, dialog (preferably constructive, but not necessarily)
Those who know me, already know that I belong to the category of those who after years of intense involvement with LFS they have lost hope and consequently stopped completely their LFS activities. I have already explained my POV in one of the first pages of this topic, so I won't bother you... repeating them
But I'd like to address a few points regarding the devs vs users "rights". And before you ask me "why bother, since you have abandoned LFS?", the answer is simply "because I care, since LFS was my main source of entertainment in the last 4 years. I want it to attract me again, as it did when I first discovered it".
So, the argument "that's how the devs have decided to grow their own baby, so accept it or shutup/leave" sounds pretty poor to me. TBH I think that this kind of attitude shows nothing more than lack of real arguments against the growing complaints about known cons of the sim and its progress pace/model.
The devs themselves "use" the users at least for beta testing, when they seek feedback through the test patches. Also, they depend on users to spread the word. On top of that, according to the devs, LFS's existance, progress and future is not based on money but on a vision instead. So, when you make the users part of your vision you can neither just shut them up at will nor suggest them to leave every time they address some totally valid points.
LFS has been mainly a 2 parties working project (devs & users) so far and it worked. It makes me sad to say, but the way I see it right now it doesn't look good in either party (or at least it doesn't look as good as it looked until some time ago). Neither in the community, nor in the sim itself.
Yeap, that would be a good start, especially if those tracks were real ones. Besides spending years of practising to master absolutely useless tracks, being TOTALLY disconnected from ALL other sim AND RL motorsports enthusiasts is something worth mentioning as a major con when we talk about "simulators", imho (you talk to the world about... blackwoods, westhills & fernbays and the world looks back at you like you are an alien... and you pretty much are).
Physics & ffb-wise LFS is pretty much established by now, although there's always room for improvement. Likewise, LFS's online play along with LFSW & insim technology are more than established as the best organized all around online service ever existed on any sim so far.
The thing is, those LFS pros compared to the competition exist for so long that they gradually lose their advanatage, since the competition closes the gap in much faster rates than before.
Besides closing the gap, the competition also offers way more realistic solutions to almost every other simulated area compared to LFS (graphics, sounds, weather, day/night transitions, real tracks, real cars, variable racing grip... expand the list as you wish).
Personally I've lost hope that LFS will ever reach again the advantage it had over the competition when I fisrt discovered it (that is almost 4 years ago). It's not only the slow development pace, but it's also the dev's updating priorities, as they're shown in every released patch.
It's all about using a good controller and setting it up correctly. After that, both GTR2 and/or rFactor (with an appropriate mod) are equally capable of any other top sim to provide extreme siming pleasure to a simer.
All sims have their pros & cons, it's more about how open minded you are and how much time you are willing to spend in order to enjoy them in their full potential.
Same here. It could be that we are both old farts, buddy
Glad to see you re-uploading some of your older wr's and a few new ones. As for myself, I've retired from LFS's action (or taking a... long sabbatical, I'm not sure ). I kinda got fed up with it (the fictional tracks mostly).
@worm: good luck with your new job mate!
@arrechee: now I believe you didn't use the macro (I used to believe you did). Great stuff!
Achieving a good wr always involves one or more unrealistic ways of driving compared to real life. It could be lowered degrees of steering rotation, it could be excessive handbrake usage, it could be using serial/no-clutch shifting on an H-pattern/manual clutch equipped car, it could be using 0 or too little force feedback, it coulld be totally unrealistic passes over kerbs, it could be bizarre driving views, etc, etc. And most importantly, it could be taking advantage of the sim's physics/engine flaws!
So accusing arrechee for unrealistic driving because he's using the handbrake too much is ironic (if not funny), especially when the "accusers" admit they also use it or have used it (but less frequently :razz or when we all know they also use at least one unrealistic way of driving themselves (as most of us do anyway).
I used to disrespect arrechee's WRs when he was doing them using the macro clutch, because a macro recorder/profiler is external to what LFS provides. But the guy earned back my respect when he started flooding the charts with more WRs without the macro. He's obviously at least as much talented as any other WR holder in the top-5 (top-10) of the charts.
Btw, I don't think he needs to enter any league to prove himself. Leagues is a differerent story, here we're talking about hotlapping... or so I think. And regrading hotlapping, as far as I am concerned, arrechee is now as much established as any other world record holder in the top-10 of the relative charts.
Ok then, if that's so easy for you...
share with the rest of the community the specific settings in either Geforce 182.06 or 182.08 drivers' control panel (and/or any additional settings in nHancer or any other tool's) along with the exact ingame settings (LFS patch Z) so that the XFX 8800GTX doesn't produce bloody shimmering for example 2 corners after the 2nd spilt in Westhill International (or before the 1st split in the reverse layout)!
I've tried and I've tried and I've tried... I don't even remember how many drivers and tools I have tried.. nada. I only managed to reduce shimmering quite a bit at those WE1 areas I said above (haven't tested any other track, or game for that matter... just got the card), by maxing SAA (4x4) combined with the 'Enhance ingame AA' setting in nhancer and setting FAA to 16x ingame. But it never disappears completely, and it reduces fps of course.
It's quite noisy. If it's not on purpose, it could be due to a rather big compression factor when saving it as a jpeg file.
On another note, I've finished the side views of the XFRs (for the interior lighting problem of the top views, Tolas, I decided to deal with it by decreasing the window's transparency, but I forgot to MeshSmooth the wheels)
Those Scirocco renders are just beautiful, especially the top side. Tolas, after seeing your 1st render I couldn't resist and although my knowledge is rather limited I gave it a try on the XFR with two skins I've made for it a while ago.
The lighting of the interior is too intense and the other lights need some more work, but it doesn't look bad so far I think.
A friend gave me a trophy scene he found somewhere on the net and I modded it in order to celebrate the Team Championship we won in OLFSL this season (a bit exaggerated, I know, but what the heck? how often we win a championship these days? )
I've just recently started really dealing with 3d rendering, since until a couple of weeks ago I was just changing skins & angles in ds-autos's scenes.
I'm using the above scene (which I created from scratch) to explore several aspects of the fine art of rendering, along with reading the off-line help, tutorials (off and on-line) and tips in this forum. I watch, I read and i try to learn. Actually I feel pretty excited, although often it takes me a lot of effort to comprehend, search and/or remember things I've already read
I'm currently focusing on learning lighting, which I found out to be a huge field alone... and a hard one to learn too. In the above scene I tried to lit the room only from outside the window on the left, getting proper shadows. I think I've succeeded (haven't I?). In the second ss I added headlights (and sparkles) to the car on the left and I'm happy to see that they also lit properly the whole scene, especially the car on the right and the mirror on the floor.
Next thing in my agenda is to add some localized interior lighting in the room (ultimately using light probes)