Yep, when you push cars its not kind on the hardware
As this is LFS and cost does not figure it is hard to understand why locked diffs rate highly in wr charts. It does highlight there is an issue in the tires or drivetrain somewhere.
We will know when it is fixed because the majority will pick lsd over locked instead of the current reversed situation
The spinning wheel you talk of is an open diff. These are nasty but cheap and "safe" for joe public.
A limited slip diff is preferable to locked diff unless you are drifting. It sends power to the outer wheel when it does "slip" so allows you to get power down BUT also helps you corner.
I would also add that hooked up to something like a 301 platform and an open SouthCity and it could be used for far more
One of the things LFS really teaches you is anticipation of problems and how to avoid them. You watch and are in so many incidents in LFS that it improves prediction no end.
As we all keep saying though, its not the amount of grip as that is actually over done at the mo. It is more the dynamics at the edge of grip that need tweaks.
Trist is right, if you are always skidding in corners you are going too fast so slow down. This also holds true IRL although fear of injury normally stops people over driving in this situation
So not more grip, better definition of the dynamics of grip at the point of slip!
Now set an open diff in those cars and try again and see what it does.
Open diffs are a crock of shite for performance but make mum type shopping cars safe for people that will never tr to push for that extra 1/10th of a sec.
That said, there are issues with the tires because locked diffs should also be a crock of shite on the track but in LFS they still rule.
I have said this before but to make LFS more "real" you need to simulate FEAR of a crash into the driver.
Just see people stop over driving their LFS cars when they are connected up to electrodes that pump 1000s of volts of juice through in proportion to the force of any impact lol
All bitching and moaning about not enough grip would stop over night ROTF
For me though the KEY thing that needs to be added is a live track where you get rubber marble build up off the line on corner approach etc. A constant changing track surface would transform all the LFS tracks.
The other thing to remember is that 99.9999999% of the cars most people have driven in their lives have an OPEN diff.
The other diffs present in LFS have a huge difference in dynamics on how you gain and lose grip when you are close to the limit. They have been designed to allow you to put down the most power at all times.
An open diff on the other had is designed so that "average joe public" who normally never get near edge of traction have some hope of catching the car.
Also if you use the option enabled in LFS that looks with steering input you will find it far far harder to notice the "snap" of grip regain. With the view locked forwards you notice it more.
Lets face it most of what you are trying to detect though is feeling of G through your body. I remember ages ago the developers of the 301 platform said that when driving with motion so you can feel this stuff better so you tend to overdrive less.
With LFS you only really notice the transistion of grip AFTER it has happened. By the time you feel the back go through the FF is a massive amount of time after the back has gone in car dynamics point of view. There needs to have been enough "slip" at the back to cause the front wheels to try and track and hence cause the counter rotation you feel.
IRL you feel these changes in G instantly so can correct far far sooner, normally before the back has gone too far. This leads to less tire overheating so less loss of grip.
With sim racing unless you have a motion platform you have to learn to read what you are asking from the car and predict the edge, not rely on the FF to tell you. The FF becomes more an aid. I try and imagine what I am asking of each time for every input and play this through the "circle of grip" as I play.
As for setups. A road car setup is for safety and comfort hence will always be slower around a track than the more firm and snappy snappy sets used in racing where driver comfort is actually the last thing that actually matters. A firmer setup has less mechanical grip than a soft but reacts to imput faster to allow faster reaction and correction which is required while racing to get fast times.
How can it be ugly with it turned off. The ONLY effect you will see is tearing but as this is not an FPS with snap like movements you should not even see that!
HT is a complete bodge by Intel to pretend there are multiple cores when this is not true. Each "pretend" core shares resources so only one action occurs at a time as per single core CPU. The only gain is context switch speed.
Net result is HT is faster sometimes and slower others.
The main issue with multiple threads is all the sync work that is required to keep everything in line.
Thread based programming can be very error prone and difficult to debug. The tools are getting better but deadlocks and overwritten data are the main fights from how I see it.
If LFS was not created with threads taken into account it could be a fair amount of work pulling everything apart so the correct sync logic can be implemented.
900 is probably the working best. We have 900 wheels and they are probably the best you will get TBH. Making the lock more will just bugger up the wheel turn comp.
To make the wheel turn 900degs required new driver animations as the current animations run to 720 max. This is why they were held off in the round of patches when the TBO balance was done.
Back on to the 900 lock issue. The highest in game lock in LFS for any car is 720, this just too low. Many road cars the TBO are based on have lock up in the 1080 area.
As the DFP/G25 top out at 900 and they are the best you will get it makes sense for LX4, LX6?, FZ5, RAC?, TBO, GT, GTi and UF1 to 900.
It has come up a number of times over the years. I did manage to get an answer from Scawen a while back on it and the change requires driver animation changes and will make replays incompatible etc so not sure when it will make it in.
Might be the new VW forces the point because that will not have 720 steering lock!
The thing I love about insurgency is that you can actually pin people behind cover because of the suppression fire effects, unique in a combat game as far as I know
Sounds like I should hold off on AA3 for a bit. For those who have HL2 and want a great combat game try the Insurgency mod.. Great game.
I have very mixed feelings on Steam. It does have some good features, such as friends lists, chat, auto updates etc BUT its primary purpose is DRM. Anyone that denies this has their head in the sand.
Here is an example of the bad side... I purchased GTA IV in good faith believing my system was up to it. Could not get the game running no matter the settings/tweaks. Any attempt to ask about refunds resulting in my support questions being closed without answer. Attempts to re-open the questions got the same. No emails at all were answered on the subject. I was just stonewalled.
I thought about disputing the CC charges until I found that could result in my account being closed, hence all my Steam DRM controlled games being taken away from me.
Steam is DRM, in the same way LFS World is a DRM because you need to connect to really use the software. The key difference with Steam is there is a single point of failure for ALL your games. If something happens to Valve kiss your entire games list goodbye. But that would never happen right... lol
I check in from time to time but have not connected/raced in a while now. I just proved too hard to find good races down here in NZ, too few racers, and after CTRA closed shop the only real serious race servers went. I hope that S3 kick starts another CTRA type system.
The new VW, if it ever gets released , will be interesting as fixed setup. Might re-kindle the fun battles where GTi or TBO races were easy to find.