Most pickup racers tend to race the same 3 or 4 cars/tracks. I've gotten used to pretty much all of the tracks forward/reverse through leagues, and I'm getting a bit bored with 'em, but...
A lot of people love the gt series too, many more times the number that like lfs, and you won't find much respect for that here (with many good reasons). Popularity doesn't mean much at all when it comes to actual realism.
Your old arcade box has NOWHERE NEAR the power of your basic modern pc. Emulation requires putting an extra layer of calls to every single thing the original software does. The quality of performance of this is heavily dependent on how well the emulator was made in the first place, and you lose MASSIVE quantities of power attempting to emulate extremely non-standard hardware (think multiples of 10 etc., why you still don't have viable ps2 emulators). Comparing performance between native and emulated platforms is complete apples and oranges. Now, if this arcade game was programmed natively for the pc, a modern computer would just laugh at it.
What you're telling us right now, is that big corporations would've been better off buying this arcade box than a massive super computer of the time (computer farm even). I don't think the corporations thought of it this way.
/Edit - Interesting that Doug Milliken helped them with the physics, my book on racing vehicle dynamics was written by him and his brother. But, still, even with his help they're only implementing the same style of physics that LFS uses, but with much lower speed/accuracy.
In regards to that, the only colors my logo doesn't work on as a background are extremely dark grays/black. But I could whip up multiple versions with different outlines with minimal effort.
First crack at it, probably attempt to tweak it a bit more later.
Removed the inner text effects and lightened the background gradient, think it's a case of less is more here.
But, but, but... I really like blue Edited the background gradient again and fixed the accidental inner text gradient for this image. (Still in the above image)
And now, for something (semi) completely different.
Some extra depth through accenting, would only be useful in higher resolutions though because the shadows would only serve to muddy up the image at lower res's.
Using random setups != setting up the car for YOU. Plus I'm extremely experienced at sight-reading tracks, but the new bl gp throws me off more than any new track. Mostly because I'm just so used to driving the old bl gp that I'm having problems fighting old habits/expectations as to how the track unfolds ahead of me. I spent 45 minutes just driving around attempting to rid myself of the old track from my head for a league test race. And yet, I still screwed up based on driving to the old bl gp when I went and did the test race. (Broke at my old braking point in the middle of a fight for position at the end of the backstraight.)
To me, there is no arguing here, there is no such thing as a car that won't work at a track. One car might have points that make it better at one track than another, but you're having setup/driver issues.
Meh, set up your damn car and get over the patch changes. BL1 is a drastically different track now besides the physics changes (especially if you're a one trick show and it's pretty much the only track you drive). I like the changes for the most part, if anything they're advantageous to me because as I've gotten more into lfs enduro events my driving has gotten smoother as I focus on saving the car. Patch Y greatly rewards this driving. But, as this discussion started out, there is no 'this car doesn't work on this track.' If you're unhappy with the car, fix your setup.
/Edit - And don't assume that inferno is the be all end all of setups. If I happen to choose the inferno set to start out with for a league race, (which is only ~50% of the time even though they're more available than that) I still spend an hour to two hours fixing the setup. Inferno sets are very quick, but they're not very GOOD setups, even under sprint race conditions.
At the same time that I probably corner a bit too fast than I should at times in real life, how much I know about what happens when things go wrong scares the crap out of me. And inattention causes most accidents, and I am anything but inattentive because of this (eyes never leave the road for more than a second, usually just a split second to gauge where something is in the car). I do have to say that even in some relatively extreme conditions and with some car issues (beater issues, broken front swaybar endlink throughout one winter, balding rear tire another winter), I've never gone off the road or spun (accidentally) my rwd 84 supra. I'd like to think that this useless simulator helped me a lot, considering I had never driven rwd before I sat in that car and I started driving it at the start of winter. I did however manage to go off the road once on ice my first winter driving solo (parent's minivan), very light corner doing the speed limit when road conditions changed as I started into my friend's housing development.
And all this talk about hp is kinda meaningless. It's more about the car's package. My car (160hp) scares my friend more to screw around in than it does his 400hp 3000gt vr-4. My car being willing to snap at the wrong inputs from an inexperienced driver, his car just glued to the road.
But, more on topic, without the fact that it's easy to spot the driven wheels, I would have a hard time telling the difference between those two. The only fwd weakness was the front wheels occasionally regained traction but the rears were still sliding at those points.
/Edit - No handbrake involved in this? I'm assuming no because I didn't see it in the force bars. Still trying to contemplate the physics of this.
Please try to understand this post (your english doesn't seem all that great which is understandable). Showing LFS in force mode for this comparison is useless, it automatically shows you which wheels are the driven wheels if you know what to look for.
I'm actually intrigued by how you did that. I'm guessing a horribly set up fwd car, but I know a decent amount about setup and I'm not sure how to pull that off. But as I stated before (drive wheel force bars in force mode), it's obviously the one on the right. This is honestly so far against what I know of vehicle physics that I'm wondering if you've highlighted a problem in the LFS physics engine. (Or maybe my understanding is just incomplete, which is also a definite possibility.)
That sounds like you've used up all your unlocks, not sure because I've never run out. (Get one new one a week iirc.) If this is the first time you've unlocked in a while though there might be some other problem.
And if this is a video of LFS in force mode again, I reiterate the point I made earlier. LFS shows a force bar for the drive wheels which can be instantly spotted.
And both FF and FR can intitiate a slide (pretty much identically), but only rwd/awd can truly drift considering you can't continue that slide further than your momentum will carry you. As much as I'm bored by it now, I started out in LFS drifting. I learned there is a lot more to controlling a rwd/awd drift than just putting it into the slide, and that control's just not there in a fwd vehicle.
And please for the love of god will some of you drifters start really racing. You don't know what you're missing when all you're doing is multiplayer hot(drift)lapping. Anything I experienced during my half year or so drifting is nothing compared to the adrenaline rush of a good race. (I get to use my drifting control and about 900% more knowledge than I ever had or would've had while drifting and fight to my absolute limits, it's a bit of a rush.) My main point being that you may feel like you're developing some special skill (I did too back then), but what you're really doing is overdeveloping a minor-subset of a complete racer's skill. The only time you'll see me on a drift server now is when I'm heavily intoxicated, and I'll still drift better than 90% of the people there while having problems walking.
I have an '84 supra and I managed to turn the starter on once while in gear without the clutch. More just happened through reflex though, where I had the car parked I normally left it in neutral and expected it to be in neutral without checking. And it's not that insane, like my mom's automatic '02 echo (sold as something else in europe, goofy toyota econobox) has a lockout that prevents you from taking it out of park until your foot is on the brake. But you can still turn the car on as long as it's in park (which it will be considering you can't take the key out without it being in park).
There's no reason not to have some of these little fixes in there, actually kind of stupid to not have some of them. One thing I've learned in web development, is if you have something that's used by a general sample of the population, if you can put a 'user error' catch in there without inconveniencing everyone else, you should. Never underestimate the stupidity of the 'lower half' of any populous, plus no one's perfect and mistakes happen. But, yes, we have become an overly cautious sue-happy culture in general. I've experienced some of it first-hand after accidentally breaking someone's arm back in middle school attempting to get an item back from them that belonged to a friend of mine. (Spun him around by his shirt and let go, fell on his arm badly.) We offered to pay medical expenses etc., don't hear anything from them until a couple years later when their lawyer calls. Our insurance took care of it all at least. (This incident was so horribly 'my fault' that the school never talked to me about it or punished me for it.)
Shift+p's are a generally good idea to allow considering certain cars can get stuck in the gravel and others can't. And none of the generic penalties I've seen suggested really work. Like ~2/3 through we had a disconnect that lost us about 3 minutes, but we also had engine damage that was losing us ~1 second a lap on average (thought it was 1.5 at the time to the MoE people I was talking to then, average pace over stints says differently). On a track like aston gp where you only make 21 laps an hour, that's 168 seconds gained from not having engine damage over the last 8 hours vs. the ~180 seconds we lost to the disconnect.
My point being that you can't apply a broad penalty to this and call it fair in the least. (What about the people who disconn and have 0 engine damage, which happened to us and many others earlier on in the race?) The gain/loss from disconnecting and repairing engine damage is so variable when you consider race length, engine damage, where the disconnect happened, and lap length. Sure, there is definite potential for abuse, but you can't penalize everyone for what a few a**es are doing.
And on the other hand, this won't even make much of a dent in smaller endurance events. (The uninentional disconnects that is.) Most people had very slight amounts of engine damage, only really showing because the lap's so long in the first place. (Ours comes out to .35 lost per minute due to engine damage.) And you tend to lose about a lap on a normal disconnect once everything pans out, with the slight panic and attempting to get the replacement driver in. And it takes a long time to make up a lap of a normal endurance track at that pace.
Yeah, our team basically didn't touch the engine. (Kettering University) Just made our own intake and exhaust system and retuned it. Although there were plans to attempt to get some more powah out of the internals etc. the year that I left.
Yeah, all f/sae cars run with an ~2 cm restrictor on their intake. Means they generate 50-80 hp normally. (Which isn't bad at all considering they weigh 350-500 lbs.)