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Nick_ll
S2 licensed
I guess they won't use it in low gears. In fact they probably can't use that much torque in low gears. I'd take a guess they tuned the thing so the turbo gives that torque in higher revs, so to avoid spinning the wheels too much the drivers would just have to shift up a bit earlier. That said, isn't TC allowed by the ACO?

Anyways, wether you want it or not, it's Audi, so unless someone else has already decided to go to LeMans in 2006 but keeps it secret (but it's not very likely, they are all stuck in F1 right now, which sucks), they will most definitely win the 24 hours, and probably the 12 hours of Sebring too if they take part.
Nick_ll
S2 licensed
They most certainly know it will provide them no fuel economy over opponents if it's the case. How about they went ahead with the diesel idea because if they do the rules allow them to use a 5.5 litre engine WITH turbo and then have over 1100Nm of torque? That's over 810lb-ft.
I thought that previously you were either allowed a 6 liter NA or a 4 litre turbo engine. Then maybe with diesel you can be allowed a high displacement with turbo?
Last edited by Nick_ll, .
Nick_ll
S2 licensed
Which is nice. It proves the turbo physics is no hack but works as it would in real life. Except that in LFS the turbo pressure climbs slower the more you rev whereas in reality it should go faster the more you rev since with higher revs you have higher exhaust pressure. Still it's nice to know that it basically works like in reality Go LFS! Can't wait for physics patches
Nick_ll
S2 licensed
They don't want the devs to do "what they want". They just suggest a way to improve the product faster.
Now it would just be nice if people around here could realise that LFS IS a product. There seems to be some kind of denial of that when I read things like "you don't understand what LFS is about". Yes everyone does, everyone knows there's something behind LFS other than money as opposed to other titles, but that doesn't make it something else than a product in the game industry.
LFS so far does very good for a 3 men show, but I, like others, believe it might be time to get someone else to join the show, a coder probably. Maybe part time I don't know and ideally from this community so he understands that "spirit of LFS" we hear so much about. The thing is that what I see coming in the future is an opponent sim that would have the same kind of features of LFS like tire deformation, a great mp code, great physics, synthesized sounds, a LFSW counterpart and other things, but that would have been made in about a year's time by a company of 40 persons and therefore would include more complete sounds and a DX9 (or maybe DX10 by then) gfx engine as well as, for example, support for 30+ cars in a race. If that happened, it would kind of be the same thing as LFS S3, but right now. Only downpoint would be them devs probably not taking part in the community......but then again you'd be surprised to know in the modding community of rF we chat with the devs very often....and I believe they listen to us for their next patches.
Nick_ll
S2 licensed
My votes:
Best sim - LFS
Physics - LFS
Graphics - GT Legends
Sound - GT Legends
Multiplayer - LFS
Editable - rFactor
Suprise - GT Legends (I didn't know it was to exist before I saw the newspost on RSC saying the demo was released)
Promising - NK Pro
Mod - F3 Mod for rFactor
Flat tire - LFS (I have lots of fun with LFS and voted it best sim too because it's what I decided to play, so there must be a good reason to play it, but it disappoints me because I think it could already be much better than it is now)
Nick_ll
S2 licensed
No no no no!!
I don't care for being able to add my own hills and dips and stuff. That would almost be like asking for the track editor Eric uses to be released. I just want a rectangle arena filled with sand that forms hills and dips already and on which I can place autox objects to make my layouts.
Believe me, if we place the objects on hills like that we don't need to be able to make our own hills for our layouts to be original and different from one another.
Dirt Arena
Nick_ll
S2 licensed
So I was making a AutoX layout the other day and then it struck me.
Wouldn't it be nice to be able to put those objects on a big area of dirt/sand/soil instead of tarmac? I'm thinking basically of a square place, about the size of the autocross arena (AU1) and filled with sand, and of course not flat but full of dunes/bumps.

So what do you think about that?
Nick_ll
S2 licensed
Quote from ORION :
Thus you must write sth like "complex trees - no, not in mirror, yes", or like Scawen (Disable trees).

Or you could have a simple "mirror" setting which on full level shows everything, on high level shows a bit less, medium a bit less again, low the minimum for the mirrors to be useful (track with no scenery and, say 1 or 2 cars behind) and a lowest setting of off which simply turns off the mirrors.
Nick_ll
S2 licensed
I was looking at my car in the AutoX AU1 after I finished and I think I found what I don't like with the cars and could make them look much better.
Goes like this:
- using higher res textures for the headlights and taillights
- using cube environement mapping instead of sphere env. mapping
- (and of course) using a higher resolution environement map

With currently 25mb of textures loaded in the memory of the gfx card that has 256mb available total, it leaves plenty of room to add such things. I believe even adding high res textures for those parts of the car and for the env map could stay under 32mb for those who have old gfx cards.

I will also agree with the above suggestions ^
Nick_ll
S2 licensed
Ok I'll remove that comment. I prefer the discussion to continue in a civilized manner.

I'll just say that I fully agree with what is said in the review, including the score.

The post I made just after the one you quoted might be more interesting to quote for the discussion tho.
Nick_ll
S2 licensed
Ok let's wait then. But I'll save that post of yours and quote you on it when you say "I'm waiting for S3" when your high expectations for S2 are not met in S2 final.

That said, I'll stand corrected if the devs prove me wrong and do actually improve both physics, sounds AND graphics before S2 final, which I doubt they will somehow, unless S2 final is in another year's time.
Nick_ll
S2 licensed
Quote from RichardTowler :we are talking about a 7 which is where at this stage I feel LFS should be.

And considering LFS in its S2 final stage would be in version 0.6, I would like to point out that giving it a 7/10 score (being 70%, 0.7) would be like saying LFS is outdoing itself.
However, for that LFS would need some graphics updates, namely the cockpits of the racecars, textured tire sidewalls and wheels, bolts and misc stuff like that, then sounds and fixes in the physics where applies (in no particular order, as long as they all are before S2 final).
Nick_ll
S2 licensed
Quote from axus :
I'm not sure, but I think it means that we are really cool and we are more right than Richard Towler.

Actually I believe it means you are the 3 slowest people to understand that by "feel of the sim" Richard doesn't mean "feel of the ffb through the wheel" but rater "feel of immersion the whole game that is lacking because it doesn't feature good enough sounds and has computerized starts and doesn't allow for a full race package with practice-qual-race"

You see that kind of thing. "Maybe your controller settings are wrong" will not change anything in the fact there is a lack of immersion feel. When you're in the racecars in LFS, you don't feel like you're in a racecar. That's the "feel" in question. Richard is not talking about the feel through his steering wheel.
Last edited by Nick_ll, .
Nick_ll
S2 licensed
Actually I'm not really surprised you get an increase in fps. Let's just ask this question: Your process goes as follows, right?
- open dds in photoshop
- resize image
- save dds in photoshop

If so I bet you checked the box "generate mipmaps". IIRC there are no mipmaps in the original dds files of LFS. So if that creates an fps increase and looks better when near, it's all good.
Nick_ll
S2 licensed
Regarding Eric's silence: does he have any internet connection at all on the computer he's using to develope? I know doing 3D as a hobby that myself if I did it on a professional basis I wouldn't have any connection to the world on the working machine to help efficiency. If I can't connect I'll keep working. That would also explain his number of 0 posts.....
Nick_ll
S2 licensed
Quote from deggis :I use these wheel textures.. adds at least a tiny little bit for the immersion. :| Found these from Masters Skinnerz forum.

Errr....I think he was talking of the wheels the cars use to move on. Those that have the tires around them.
Nick_ll
S2 licensed
Wait a couple mins, just the time for that render to finish......

Edit: here. That's a model for ingame use of course with a budget of something like 9000 polys for the car so there are some rough edges that could be fixed with some smoothing if the thing was just for render purposes, but anyways. Gives a pretty good idea of what the bumper looks like.
Last edited by Nick_ll, . Reason : render done
Nick_ll
S2 licensed
Quote from XCNuse :lol sorry B11TME, eventually i will continue work

(hehe roadhog is mad at me for starting yet another model :razz

please find mistakes! i know they are there, the shape of the M3 GTR is so unusual i cant figure out whats wrong with the front skirt, i know something IS wrong.. just dont know what it is

Basically I'd say your model is too flat. The front looks too flat, the sides look too flat also. Your bulge on the hood steps out too much.
Also note that the front lip is a splitter and in the center goes towards the underside of the car (it's not straight in the middle).
I'll have to agree tho: that bumper isn't really easy to model.
Nick_ll
S2 licensed
Yeah locking slots sounds like a good idea to me. That way admins can join whenever they want/need without having to kick anyone else.
Nick_ll
S2 licensed
Don't get too drunk Scawen, you need to be able to code tomorrow :birthday:
Nick_ll
S2 licensed
WTCC generally are 4 doors cars and they use some aero. So the slick mod by my standards of accuracy doesn't come close.
Nick_ll
S2 licensed
Glad we agree there
That's exactly what I think. Once it's done it'll be the best of both worlds, but in the meantime I'll complain

Back to topic (sorry for changing subject), I'll agree that it would be nice to have variable speed dampers. I guess that would make quite a difference in how LFS feels.
Nick_ll
S2 licensed
I MEAN HOW GOOD THE SOUNDS SOUND OVERALL WITHOUT CARING ABOUT FEEDBACK.
If you want to showcase your product, you will need good sounds. Supporting more languages is good, but now those new potential customers might not like what they see at first and I believe first impression is very important. To get a good idea of physics, you will need to play LFS for more than an hour, but that time is well enough to realise the sounds sound bad. Yes the ENGINE SOUND tells you what the ENGINE is doing, but how about having feedback on what OTHER things do too? Oh and better sounds will give a more immersive feel.
Nick_ll
S2 licensed
This is more one of the few things (like sounds) where LFS lacks on everyone else.
Nick_ll
S2 licensed
Quote from Rotary :I reckon the passengers should makes sounds too...

Roll it, you hear them scream.. LOL..

Tweak, I have 20 pounds of cotton buds for sale... that will only cost you $300.00 US. Might help your ear problem

Oh I like the sound of that idea. We have room for 4 passengers right? Have the front passenger be really into it, look at apex and even maybe immitate the engine. Then let's have the center rear passenger be always very scared and either scream or do like girlish sounds (depending on the g-force). Then we could have the left and right rear passengers being fearless and bored and argue on your technique while telling the center passenger to shut up when he screams too loud and they can't hear each other anymore.
Dammit that would make some interesting races. I'll volunteer to make some voices of one of the annoying rear passengers.
- brrrmmmm
- esshh that was close
- ya maybe a bit too close, try hitting the curb less next time
- use as much of the track as possible too
- AAAHHHHHHRRRGGGGG
- shut up
- brrmm
- that one was nice
- hahaha missed a shift
- need to clutch later
- eek
- wow nice slide
- catched it back well too

Edit: on topic now: As I've comented many many many times, the actual engine sound at the moment doesn't sound so bad. In fact it's pretty good, maybe just needs a little more raspiness in some cases. Some cars like the lx4 and lx6 sound very good IMO tho. The problem ATM is the LACK OF SOUNDS. See there's like only the engine and wind whereas there should be many others. I certainly hope sounds improvements are very far up on Scawen's to-do list.
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FGED GREDG RDFGDR GSFDG