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migf1
S2 licensed
Quote from Glenn67 :Just like with mouse steering or wheel with low steering rotation which I assure you gives more off an advantage.
[snip]

I'd like to comment seprately on this! Low steering rotation hurts badly your tyres, epsecially with understeery cars. When racing this may be a huge disadvantage.

In hotlapping, low rotation surely helps in corner entry (notably in slow corners) but it also ruins corner exit (notably fast, medium bended ones). In hotlapping, optimum tyre temp is crucial for the good laptime, so using too low wheel rotation you risk to screw the exit of the most important corners (those who preceed straights) because tyre heat occurs much much faster (low rotation = prone to understeer).

Now don't get me wrong, low rotation steering does help in general to improve your laptimes, but it does so in the short run. Also, in a lot of tracks and especially with fwd cars, when your fighting for the last couple of hundrends (or even tenths) low rotation steering becomes more of an enemy instead of a friend
migf1
S2 licensed
Because it's extrenal to LFS.
migf1
S2 licensed
Quote from Glenn67 :Well that's just it, a macro is using current ingame options that as Choas and Sidi mention can be done manually all a macro is doing is automating it much like we used to have auto blip for example

Yeap, it's like auto blip which was removed for a reason I guess in recent patches. The script is external to LFS and makes gearshfting super fast effortlessly. When you're playing with hundrends and tenths of seconds, It's a tremendeous boost only to know that you always get perfect shifting with no room for shfting error whatsoever.
migf1
S2 licensed
So, if I understand it correctly, any LFS laptime lacking the CL and the AC flag on LFSW is most probably done via the script, am I right?

For example, in the attachment below, 1st, 2nd, 3rd and 5th most probabaly have used the script?
migf1
S2 licensed
Glenn, the whole point is that the script is external to LFS plus that it gives an advantage. All the other things you mentioned are ingame options
migf1
S2 licensed
It's a difficult question!

On one hand, public availability of setups is a very good thing for the community and can be a serious advantage for a (potential or not) simmer to pick a sim over another to spend his time on. On the other hand from a league's pov, sharing setups is not a very wise thing to do

I don't really have an answer. But I do know that public availability of setups played an important role in my decision to stick with lfs. However, in our team we don't give setups away when there's a league race pending. After the race, we happily share any setup we might have with everyone asking for it.

EDIT: forgot to point out, that a good setup is solid base to start with, but even if you don't change a tiny bit of it, it takes time and effort to achieve top laptimes.
Last edited by migf1, .
migf1
S2 licensed
My, my... I lived in the dark all this time. I had no idea there's a script making you change gears much faster, along with a button clutch. Is there a way to spot this by watching a replay, other than watching the timing of the gearing?

In any case, arco I know exactly what you mean when you say how hard it is to make a laptime in the top-3 of the charts, even more hard for a wr. And I surely understand the disappointment you feel. We're about the same age, meaning our reflexes and memory are not the same as they're used to be some years (even decades) ago.

However, I would urge you to re-upload your hotlaps. IMHO it's not a solution to throw away all the hard work you have put into them. Anything in the top-3 to the top-10 of the chart (depending on the popularity of the combo) is well respected by those who know

Throw those hotlaps back, plz! Let all those... scriptobuttonclutchers think they deserve to be respected, they don't. At least not by those who matters.
migf1
S2 licensed
Actually it's not present in Autocross either (or the Blackwood parking). Let's orginize a league on those tracks

@Gil07, my bad! I should say you don't seem to find SO too bumpy (which is not a bad thing at all).

Anyway, anyone is entitled to his own opinion as long as he's not offending others. I still think (and I have already stated to other topics too) real life tracks would give an enormous boost to LFS and I insist that the built-in ones are too artificial. I don't demand new content, I just wish for it!
Last edited by migf1, .
migf1
S2 licensed
I don't have a problem with bumps in general either, what I was trying to say is that lots of elements in the built-in tracks seem and are too... artificial!

EDIT: My previous edit was to correct "off" with "of"! The thing is Gil07 doesn't seem to think SO is bumpy! (btw, I think I'm pretty fast too )
Last edited by migf1, .
migf1
S2 licensed
When you're trying to be within half or one second of the wr I'm pretty sure you will also discover some -otherwise unseen- bumbs in Southity
Last edited by migf1, .
migf1
S2 licensed
Quote from Wasknijper :
[snip]
Imho LFS has boatloads of content, more then any racesim I've ever owned. A VERY wide range of cars, and well thought out tracks which have a bit of everything in them.
[snip]

Actually what EVERY built-in track has in LFS is at least one (unrealistically) nasty chichane, no matter how long or short the track is. Add to that, curbs that look & feel like pavements in Fernbay and bumbs on almost every corner in Southcity, so I wouldn't exactly call them "well thought"!
migf1
S2 licensed
Sometimes it is not a matter of quantity, but of quality. As far as tracks are concerned for example, almost any known (and a lot of unknown) real life tracks are much more interesting than any of the tracks we have in LFS.
migf1
S2 licensed
I'm not keen to open source, either (although i've been a programmer for a while, long ago, when pascal, unix and C was the norm... that was long before the object orientated wave).

As for Scawen's vision, it's well respected by me! But this has nothing to do with constructive suggestions and/or critisism. If my memory serves me well, he also seeks for them.

The argument of no more vehicles until the physics are complete is quite vallid!
migf1
S2 licensed
Can you imagine the moaning (and crying) if and when variable track grip is introduced in LFS?
Last edited by migf1, .
migf1
S2 licensed
'Live Track' is the name of the advertised technology in GTR2. It should be mod independant, but I don't know for sure. AI are supposed to adopt to that.
migf1
S2 licensed
It's my understanding that GTR2 already supports marmbles and variable track grip (online only), along with dynamic weather (it needs an external app to activate this). I hear GTR Evolution (a Race07 mod, expected real soon now) will also feature those things. Do we have a clue whether i-racing supports them too?
migf1
S2 licensed
I have absolutely no problem with critisism! However you... blued out two uneven parts of my post. The correct ones are: "once they drive it (the XRR)" and "even if they drive it (Westhill) hundreds of times"

Edit: Good post Becky (although I do like hotlapping )
migf1
S2 licensed
Guys, the opinions I expressed above are just my opinions, are what turn me on, what I'd like to see in the future in LFS, what I consider important in its evolution. I don't demand, I don't shout, I don't want people to like most what I like most.

I'm over 40 years old and I'm hobbying racing sims since GP2. If LFS was the only sim around, all I would know by now would be Blackwoods, Astons and Fernbays, which automatically takes away a great part of realism. Due to the existance of a lot other sims I can connect myself to the rest of the racing world (rl or simulated) with words like "Nordschleife", "Kyalami", "Spa", "Laguna Seca", "Goodwood", etc. I hear or read about Eau Rouge and unconciously I'm thinking "I've driven it, I know what this guy talks about". This is what I call immersion

The name XR GTR says nothing to people, yes, but once they drive it, it says a lot, and properly set it can be easily connected to the behaviour of a lot of rl GTR cars, while Westhill says absolutely nothing to anyone outside this community, even if they drive the track hundreds of times... it feels (and is) completely isolated to the rest of the world.

Sure, I can find real tracks in other sims but it was my understanding that this topic was about the progress pace of LFS, along with what we'd like to see the devs giving priority to.

PS. I have already mentioned dynamic grip change on the track surface, in my previous post
Last edited by migf1, .
migf1
S2 licensed
For me real tracks are of equal importance with physcis, ffb and online racing in a simulator.

Real tracks not only give a huge boost to the immesrion part of the sim, but most importantly they are the absolute common ground amongst anyone and everyone involved in ANY KIND of racing (real life or simulated).
Saying "I lapped under 2 mins in Monza with the XR GTR" makes much more sense to so much more people than saying "I lapped under 1.08 in Blackwood with the XR GTR". And there's no need to have zillions of rl tracks. 2, 3 wisely chosen tracks, with configurations, can provide so much immersive thrill for a long time (both offline and online). And track development is physics independant, meaning each one of them is moslty one time project (once it's done, no need to change it with every patch).

Cars on the other hand don't bother me being fictional, as long as they come in a variety of types and with setup options, since most of the attempeted simulated real cars don't really live up the expectations (in other words, variety of car types along with setups options and good physics, can yield in simulating any real life car's behaviour). Which reminds me to suggest Scawen to allow the user/server admin to optionally lock/hide car setup options, in an effort to preserve some basic characteristics of a car (i.e. expanding the Baby UFR idea and making it generally available ingame).

That being said, I am also bored with LFS but not to the point to completely abandon it. However, I feel the devs owe me nothing, since they have over-deleivered all these years compared to the money I paid and the fun I was (and I occasionally am) having!

Real life tracks (even just one, well known) and a proper damage-model (external and internal parts) are the highest 2 things in my wish list. Dynamic tarmac grip, day/night transition and dynamic weather (in that order) are the rest of the most important things missing from LFS, imho.

Am I willing to wait? Yes
Am I willing to pay? Yes

PS. Am I willing to pay $20 for demoing iR 1 month? No
Last edited by migf1, .
migf1
S2 licensed
I couldn't help noticing that you all guys are demo users. From patch Z all users (incuding demo users) must have an account on lfsworld.net in order to race online, so that may be your problem. Have you opened an account on lfsworld?
migf1
S2 licensed
TBH, I have never seen black tires in lfs, unless they are blown up. Dark blue is the darkest I've seen.
migf1
S2 licensed
Or you can rent it from your local video rental store just to install the mod
migf1
S2 licensed
Sorry but I didn't understand the question
migf1
S2 licensed
In the UserData\username\controller.ini file you set...

Steering Wheel Range="360" // Degrees of rotation of in-game steering wheel

to the degrees you have set your wheel in its drivers (360 degrees in the above case).
migf1
S2 licensed
From the buyer's (simmer's) pov what matters is what he gets for his money. Under this pov, rf's free mods are perfectly valid criteria for comparison
Last edited by migf1, .
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