I wonder if that can be implemented with while pressing clutch, because that's what you need to press first in most H-shifter patterns. Ofc, does not work with autoclutch.
TSX750, look that drifting! Could not focus anymore
EDIT: WIth R2, you can make even longer drifting. Made a lap with this combo, R1 definitely suits for being faster drastically, but only for 1-2 laps as tires are getting hotter.
Riding bikes are indeed improved, there is no more doubt of it.
"A new high speed model is used for speeds above 72 km/h
A special low speed model is used for speeds below 36 km/h
Models are interpolated between 36 and 72 km/h"
I would like to see an option to trigger this off/on for certain circumstances, such as driving fast track, which contains rather slow corners. Otherwise it is greatly improved.
EDIT: Yes I know, it is suggestion really... but it is so much integrated for this I could not see to report anywhere else, as driving itself is vastly improved.
Gear Debounce is like having a "clutch bomb". It's like when releasing clutch on bike at full throttle from absolute on to absolute off in fraction of a second, bike will lift up it's nose like a stallion. ( If there is enough power and being enough lightweight, that is. )
It seems to be more effective the more rpm you have. Very deadly on cornering. It is deadly on real life too, but it is quite exaggerated in LFS. ( Depending on the bike of course )
Bug Report: AI in KY3R can't find pitstop properly in certain pitboxes, they seem to attempt stop between boxes. Also some of the vehicles still manages to get pitspeed penalty due accelerating too much., such as Formula US 93
EDIT: As Confirmed, AI does exactly same on BL2 and SO6R ( Although SO6R seems to be happening a bit less often. )
EDIT2: AI on FE4, that is chaos. I suggest to check it out, lots of crashes literally every braking point. ( Also pitbox issue )
I have so far tested 562 different vehicles for AI in AS4. Depending on the mod and several situations, it is clear why tire physics must be finished. AI does not take any information about if vehicle is about to flip itself. I wonder, if that is the case in bikes which AI could go much faster if flipping is taken in practice?
EDIT: Now 598 vehicles. So far 3 vehicles can't make full proper lap in AS4, no matter what are the settings. But this is more like a mod issue itself and not LFS itself. 14 vehicles has several difficulties to make proper lap, but can still do decently.
( I am talking AI driving these with Level 5, PRO level only ) ( Furthermore, I am only using vehicles which SHOULD, supposedly do a lap by AI in this combo, as fast as possible )
Turns out, the more tire pressure AI vehicles has, the more careful they tend to drive. I wonder how bikes will affect.
EDIT: Unless something else got updated in the meantime. At least AI takes corner more carefully, due less grip?
EDIT: Ahh "Braking prediction includes a safety margin to avoid late braking"... At very first AI did drive off the AS4 Corkscrew, but after editing a setup, that did not happen. According to earlier posts, it makes sense.
Yes, that is the case. This happens at least on AS4 and KY3 ( but KY3 not completely tested, but has happened on another vehicle, which is currently not available... mod I mean. )
It simply means "LFS is not responding". Of course, it could be rather a hard crash and not a soft one.
I got another one, which had exact same impact. INVALIDKA
EDIT: This happens when AI tried to drive this vehicle.
EDIT: I do wonder if the issues are related to "Configurations". But then again, I have no idea. As I am currently testing bunch of vehicles AI is attempting to drive. ( Have to start somewhere though for investigating this, in case it is related to LFS itself and not the mods )
Bug Report: Using Karts with having 24 degree Caster makes AI not able to drive a kart at all, causing to regenerating path everytime when restarting race from lobby
Coming up pretty soon! with .spr file. Producing --->
EDIT: On this .spr file, it happens right before the corkscrew, and on the end of .spr. Seems like it is always a little bit different each time, but on here, this Hadraplan reproduces this issue 100%.
Another example, although much rarer, is LX8 GTR Evo made by Blz0. There it is reproduceable, but i have only managed to see it three times... it lasts from 1 second to 1 fraction of the second, everytime different.
Then there are ofc other vehicles, but have seen only just once.
EDIT: I try to catch more evidence.
EDIT4: Seems like this may be involved as well as what kind of setup AI is currently using, I am using ofc Level 5 AI, but just a little change to something, such as gear ratio, and then it is not happening if at all. This is absolutely interesting, so I will test this on rather bigger scale. Also using full grind instead of just 1 vehicle.