You removed the beginning of the sentence. He opened with:
To me, that just sound like some speculations.
The weight in the suggestion is here:
The way I read this is basically open up the locked roads already in South City, maybe adding more where they fit in. Unlocking all the unused junctions which are also already there. Add some finish to everything.
I would disagree, LFS is by far the platform with most potential to grow into any kind of driving game with it's sophisticated networking system and with the freedom within the game mechanics. The fact that LFS has among the best vehicle physics out there doesn't make it any worse. Heck, even the engine sound generation system alone is ahead of any racing game to date which are all using the same stone age technology of looping samples.
I'm sure I've gone trough this before though. Even in this same topic. You might not see the potential of LFS and maybe that's the problem.
Many people would agree that south city is already a good base for the kind of map the cruise folks want. Just filling in the blanks here and there and make more configurations for it. Actually, that's exactly what the author wrote, did you actually read the topic?
I can relate to that comparison if you'd imagine that the hamster cage is one of only a few quality pet cages on the market and that people who couldn't find a good bird cage for their parrot are asking the makers of the quality hamster cage to make a quality bird cage simply by adding a few features and slightly reworking the hamster cage. Only problem is that the hamster owners really hate parrots and the parrots owners so they do everything in their power to stop this bird cage from being made.
Expressing opinions about how LFS should develop does not equal whining. Many suggestions about cruise related content (not all of course but a lot) are posted in a polite manner with room for compromises of how it could benefit different racing aspects in LFS. The same thing can't be said about the knights of the LFS forum.
Indeed, but it doesn't benefit you in ways of going faster around a race track compared to LSD's. Yet the option is still there.
Hmm, wouldn't you get the same precision by just using more rotation on your physical wheel and steer less? Then you can also counter steer further if it's needed. I guess it's more of a mouse steering thing though really.
That's just not true. Do you think everyone would abandon road tyres just because the game would allow for slicks to be used? I know I wouldn't. Along with all these setup tweaks, I want the server to be able to change the rules of setups in ways of overriding different aspects of the setups. For instance making all XRG's use road tyres or semi slicks.
The whole point of the suggestion is to avoid what you describe above. Because it's annoying to have to save every skin twice with the same file name at different sizes just because one goes into your game directory and the other is uploaded. Ends up messy with a bunch of skins spread out on the computer.
A mountain course is a quite popular suggestion. One of my personal favorites that I'd like to see implemented the most. Personally I'd prefer it without gravel but I guess it can differ from different areas. Maybe even different configurations like some of the race track venues. I could go on but this is a bit off topic.
That would also be nice. Not really a priority IMO but the more features, the better.
Thank you I usually don't use that kinda camber, it was just a bit of messing around really. In the screenshot in the end of the video it's got normal camber :P
http://www.youtube.com/watch?v=CA6lZxuuyrA
A video I did a couple of days ago after making myself a new skin. The car is tweaked with 45 degrees steering angle and some excessive rear camber
And this is where the daycare teacher kicks in to tell you to make up and apologize.
It's natural for many games to come up with alternative game modes if these games aren't on a very strict game mechanic (which LFS isn't, and if it was it'd feel like Gran Turismo). What LFS offers is top edge driving physics along with a multiplayer server system which out leagues any other racing game to date. A server system comparable to games such as counter-strike with good server management and easy server access. Just the in game chat system alone is of very high quality. That being said, the quality of all these aspects makes LFS a very good choice for multiplayer driving, even if it's at the cost of a huge open world map. These circumstances have caused a new game mode to develop out of the game. The same way RP developed in GTA and Source Engine (gmod). I'd even go as far as to compare it to DayZ even though the numbers aren't remotely close. The difference between these games and LFS is that these game engines have a greater opportunity for modding than LFS which is why the suggestions thread is receiving this many cruise related topics.
SO back on topic. In my opinion as said already, opening a few extra roads on South City would do a lot. It wouldn't take that much effort for the devs and it would satisfy many cruisers. A plus on that is that it would add a bunch of new configurations to race on. Another thing that could be done is allowing the insim to tap into more stuff. Like setup aspects and fuel levels. Maybe even teleporting cars. That would allow for some more player made cruise related features and keep cruising related topics out of the suggestion category to a further extent.
I think that heat will be a good way to balance stuff like this. You could lower your boost pressure to endure longer races without heating up the engine at the cost of power.
Then he'd need to be on tweak servers to lower his boost pressure. A great inconvenience. Most of those servers have FXR's with thousands of horsepowers flying into your back. Would be great to have this feature not only on such servers.
I just read it now. I could find server favorites and server history but not a friends list which would show who is online and on which server. Invitations could be a nice thing to have as well.
In kg/mm they jump in 1's (maybe even 0.5 in some cases). But I personally don't think that reducing the precision would add anything to LFS, may it be more realistic or not. It's fine the way it is now IMO.
Most gear ratio specifications you read have 3 decimals. So it makes sense to me that it should be kept this way in LFS too. Spring rates however doesn't often contain decimals. But it certainly doesn't hurt to have more precision in the setup tweaking IMO.
RB4 have a restricted steering angle to 30 degrees which is why XRT is a better choice. It's pretty much set up the way you describe already but with more steering angle (36 degrees).
For the XRT. You have to find good suspension values. Stiffer front is better for going wider without spinning as easily but it makes the setup understeery. I have 10kg/mm on front and 8 on the back.
Ackerman should be on 0%. That gets you the most outward steering angle. Lower ackerman with a softer front suspension will make the drift more unstable as the load switch between the front wheels.
If the problem is that you can't make the drifts last long enough, you just gonna have to use warmer rear tyres (or more inflated ones)
I know it serves a purpose. I just brought it up to prove a point to you.
The more stuff you can tweak, the more powerful the setup system will be. It's just my opinion that while you're so efficiently changing between all those tyres. Maybe you could consider changing the width of them as well. It could be used to change up a whole class for more variety. Or it could be used in ways similar to camber. Someone deliberately making their front tyres thinner for a different handling result. I don't know exactly how it would be implemented into racing leagues and so on but I do think it would add to LFS.
I did spot it, but it serves the purpose of changing the weight distribution. It's not strictly for slowing the car down. (passengers also do this though)
Yes, but regardless of that, it still isn't an official feature of the game. Which is why I posted it on the suggestion forums.
I like XFR with rallycross tyres better. But I get your point and I agree.
It would all be easier if the server could manipulate peoples setups, or rather override them on desired aspects. That would help with many things. It would give the server better control over races and it would help users to get the correct settings for the races.
Give me a reason to put intake restriction on a race car. It only makes it slower, right? Or how about adding passengers. Tell me how that helps a race car going faster.
I was thinking more of a way to do it without memory hacking the game.
Adjustable rim and tyre dimensions (within a certain extent) is something I'd like to see. Maybe a server option that can allow/disallow it. A server option that would allow players to put slicks or semi slicks on any car would be nice along with that.
Adjustable wheelbase (spacers) have been in the game before from what I understand, but it was taken out. I'd like to see that make it back though.
Side force testing is a good idea, question is how much of a purpose it'd serve.
Transmission testing is a good idea, I'd like to see that.
Engine temperature is probably already on the to-do list for the devs. The gauge is there. That will probably include an overheat feature. (speaking of blown engines)
This AI human factor is something that I think would greatly improve the single player racing. A slight variation in how they approach corners and so on.
And you'll probably never see the AI drift unless you pit maneuver them :P
Many of these suggestions aren't even related to NFS Carbon at all... Maybe you should read all the listed items before you start making stupid posts.