The online racing simulator
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mosquitohater93
S2 licensed
247hp is a lot for 40mph drifts around autocross. It'd be easier to link the bigger sections on Kyoto and such if tire heat wasn't broken.

If the XRD became part of S3, what type of suspension would you want under it?
mosquitohater93
S2 licensed
Anyone have version 6?
mosquitohater93
S2 licensed
Quote from Lord_Verminaard :Apparently Codemasters really screwed up Dirt4

That's a given after trying Dirt Rally. Assetto Corsa is hardly better.

LFS could easily be better than RBR if it had full rally stages and a dedicated chassis/suspension/etc.

Also I'm still waiting for tire heat to be fixed. Don't have any problems with the current model near as much as I do with practically every other sim I've tried.
mosquitohater93
S2 licensed
Quote from hetner :Any chance that you have an improvement of physicsClock(100Hz) to screenClock(typical 60Hz) micro stutter issue in mind?

I know that many don't see the micro stutter as a problem, in fact some claim they don't have it which cannot be true unless they of cause run 20,25,50 or 100Hz on there display, but for me after I found a way to clock my main monitor down to 50Hz and seen the smoothness of constant image change frequency, it hurt my eyes looking at the jitter composed by the 100Hz to (60Hz or 75Hz) "latest frame" sampling which LFS currently does. And I would bet many would see it as a very big improvement on immersion, if this issue was addressed somehow someday.

Actually this issue is why I have not dared to buy a VR headset yet because I would intent to use it almost exclusively with LFS but afraid that the 100Hz to 90Hz jitter would ruin my experiences because I know it could be more smooth. And eyes are very sensitive to jitter when image is scrolling, the brain know it is fake and not a real world image.
This actually stimulate your balance centre the wrong way compared to real world image, which the balance centre use among other things to keep track of your balance and avoid you becoming dizzy. Of cause maybe the micro stutter is not making anyone dizzy and pop but it sure is noticeable when compared to none stutter and much more important for immersion than getting the lighting of the scene or the 3D models more photo realistic or even getting the tire physics(almost back on topic :-) ) more realistic than it already is.

The funny thing is that implementing an interpolation between physics and graphics each thread running on separate CPU core would actually yield more headroom for both physics and graphics improvement and solve micro stutter at the same time. Of cause this is easier said than done on a SW architecture I would guess was developed before multi core CPUs became mainstream.

PS: nice bikes..same story here, quit smoking and began bicycling 5-6years ago :-D only road biking though.

Are 50/100hz displays more common than I think they are around the world?
mosquitohater93
S2 licensed
Could you do something basic to change the current grip loss with hot tires, leaving the rest alone? I enjoy the game so much except that the tires losing grip is some kind of joke. Even with 45 degrees lock I'm seeing people online drifting with 0% parallel steering. It's wrong.
mosquitohater93
S2 licensed
You mean to ask, can anyone here talking about 0.6J doubling FPS over 0.6H on their Pentium 4 machines AFFORD it.

Because we all want it.

*said by the guy with an overclocked Celeron*
mosquitohater93
S2 licensed
Every letter in the logo increases the lateral g-force capacity of your car by 0.02g

If it's all caps the drift factor is 1.3 with a double points multiplier

One nitrous button makes your tires tires last longer

Two nitrous buttons is for reverse entries
mosquitohater93
S2 licensed
Quote from col :
Quote from R3DMAN :you know what the biggest barrier i faced when trying to get people to play LFS... no real cars/tracks, not graphics, sounds etc etc it was purely cars and tracks..

So they really want to _pretend_ they are driving some real world car on some real world track. Which means that maybe LFS is not the game for them.

LFS is a racing simulation, not a role playing game. It's about real sim racing, not pretend real world racing.
There is a huge market for racing/driving RPGs, and competition is fierce, if LFS tried to go that way, it would be dead in the water. The demand for racing simulations is much smaller, so big publishers stay out and there is market space for projects like LFS to exist and survive.

This is why LFS makes me happy. I don't want to watch a car "driving", I want to experience something similar to what I might in driving a real car in the sense of the connection; the interactive subtleties of 4 tires on tarmac that make learning and knowing how to drive satisfying are what keeps us with LFS.
mosquitohater93
S2 licensed
-Bring independent bump and rebound adjustments to the XRG. I mostly drift and like to change the wheels, which is only possible for the XRG (of cars that are worth trying to drift with, at least).

-I'm sure it's been said before. Better tire heat/grip management. For drifting, but for road racing too. Maybe it's from using a 235 degree Logitech MOMO piece of crap wheel. I always seem to overheat tires any way I drive them.

-I've read this somewhere before, but how about a dedicated drift car? It would be a perfect opportunity to create the first modular vehicle with variable suspension points, types, increased lock adjustment, tire and wheel size customization, engine power/curves/cylinders/weights/flywheel weights/rev ranges/aspiration. Maybe a simpler system like a few engine choices, KA24, 2JZ, 350, all turbo'ed, with boost adjustment to suit different tracks. Make a section of the website for the drift car(s). Release the game with all kinds of tuning options on the drift cars, track, scrub radius, wheel weight, included tire physics tweaks. Let people test the cars on their own time and find setups that work. Let them post chassis setups and let other people rate them. Try them yourselves, find what works best. Pick the best and introduce regulated competitions. Even a short mountain road with little vegetation or detail would be appreciated, 10 turns. Sections of Fern Bay, South City, Kyoto Ring. A good points system judging angle, lead front tire angle relative to car angle (when the lead tire is tracking straight the driver is more doing a burnout than sliding the car sideways, sort of USA big power vs JDM slippy slidey, JDM being the original and prettiest IMO) speed, smoothness of car CG through x and y space, proximity to lead car.
And maybe force 50% ackerman or higher. I'm tired of every time seeing people with -1000% parallel steer which on a real car just makes for slow transitions and mad tire wear.
The hardest part would be marketing said additions in a simple, sensible fashion. The standard LFS demo could include one drift car with capable standard but limited tuning to encourage purchase of a D1 license that stands alone with the basic demo, with a couple of mountain tracks and full drift car(s) and tuning options, plus S1 cars and tracks, for 24 pounds. Buyers of the D1 license would pay as much as buyers of S2 LFS, and would be encouraged to pay another 12 for the large, flowing corners of Kyoto, Aston and Westhill. Bringing the total price for the best drift simulation on the market to $54. If someone will pay $300 for a wheel that I can't quite afford yet, that sounds like a deal to me.

That's a lot for two plates when drifting isn't your primary interest in the game like it is mine. Please bring independent bump and rebound tuning to the XRG. I've been bouncing badly into the first hard left of South City Sprint 1 for too long and my need for badly made custom rims stands. Progressive rate dampers would be very welcome as well. Smile

-Custom color preset save/copy/paste
Last edited by mosquitohater93, .
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