it is an interesting idea.. but sounds troublesome to use.
so if you're at 0% throttle, and you'd want say, 4 clicks forward on the wheel to get up to 100% throttle, how would you go about braking? scroll down 4 clicks to get back to 0% throttle, then a further 4 clicks to get to 100% braking?
it sounds awefully slow and tedious to me. as a mouse racer i use my left hand on the A/Z keys for accel and brake. sure they're still digital keys, but its much easier than your right hand doing everything.
using the mouse Y axis for accel and brake is also extremely weird.. i am sure you could get used to it.. but it just feels very clumsy to me.
on the road cars you could have all the gearbox ratios fixed, but have 3 or 4 ratios on the differential to choose from (final drive) ranging from short to tall gearing. realistic on a RWD car at least
not true.. they do have a very small amount of grip. in a UF1 if you put the front wheels on the bottom of the ramps, then accelerate, you'll begin to climb up the ramp.. until the back wheels get on.. then the weight of the car is too high and you start sliding back down
which makes me wonder... if it can have a small amount of grip.. why not more? just the reasoning behind my guess
haha that screenshot looks so funny. it looks like the front of the helmet is like 30cm infront of the driver's face.. totally unrealistic but i can see what they were trying to achieve
making the ramps grippy would almost ruin the fun! tyre bundles are made up of the same material, as are the barriers (i have tried to rig up ramps and drive along with a barrier under each wheel), very slippery.
I reckon there must be *some* technical flaw with the game physics engine as to why Scawen didn't/couldn't make them grippy. Just a guess anyway
well until scawen gives us more room to play with it'll stay that way and i cant just make that section wider as when you pass through chicago the second time that turn would end up being almost non existant.
not sure what you mean by 'not quite right' everything is basically the right layout, just that whole middle section between T1 and chicago is alot shorter than real life due to AU1 being not wide enough
cheers, just thought I'd also add ALOT of marshall zones have been set up on this layout to police corner cutters. if you put your wheels over the apex lines on hammerhead for example, you'll get hit with the penalty.
keep within the proper lines and you'll be fine works good online too
Hey guys, I've had a go at creating the Top Gear Test track in LFS autox
I realise our Autox area is clearly not big enough for the full size track, so certain areas have been scaled back a bit, but I believe this is the best it can possibly be for now
Test runs in the LFS reasonably priced car (UF1) has returned times of 1:01. So yes I understand it isn't exactly true scale, but its impossible to make it properly (for now)
Hope you guys enjoy it, please give it a go and comment
it may irk you, but the way it works in lfs is actually superior to a standard shift light which comes on at a certain rpm level.
in lfs, the shift light comes on when there is more usable power available in the next gear. so the closeness of the gearing on your setups will determine how early/late in the rpm range it comes on