Maybe I got it wrong. I meant, Scawen isn't stopping Eric from working on something, so Eric can release whatever he wants. True, there could be some iniciative from Scawen telling him what should be done. Hmm...
I think that most of the content updates (cockpits, tracks cars) are incompatible with the current LFS version and would need to reset all / some WR-stats. So it's probably better to release all of those updates in one bigger "patch" than a couple of few ones.
Still would be nice to get some previews of stuff (content) that is actually finished
while i disagree with the premise that resetting the wr charts while still officially at alpha stage i something to fret about id say that after 2 years a content update is overdue regardless of whether the physics will be updated along with the content or not
Rc10racer suggests that Scawen is in charge of what gets released.
Scawen answers by saying that he has never tried to stop anything of Erics from being released.
People on here start making assumptions that this means that Eric has nothing to release and has done nothing.
What if Scawen has never had to stop Eric because Eric hasn't wanted to release?
What if they work as a team and they are working to an agreed plan that they will release together?
What if all Scawen was actually saying was "I'm not the boss, please stop assuming I am"
What if they have a good laugh between them about "one angry post Eric" and Scawen was just adding a little fuel to the fire?
All or none of the above may be true. You can probably count all the people that do know the truth with your fingers.
I think this is the key point. No game physics is never going to truly emulate real life, so developers need to "draw the line" at some point when it's close enough. Scawen has spent about 1 1/2 years probably trying and abandoning various approaches only to run into issues that occur when driving at the limits, and having to start over again with yet another approach. The lack of real world data for various types of tires and cars under various real world conditions isn't helping either.
Racing cars (and street cars during development) are often instrumented (temperature sensors for tire surfaces, sensors (acceleration and position) placed on every moving part of the chassis and suspension, then taken to test or race tracks to gather data, but this data is seldom released to game developers, so at best, the game developers manage to get some data for perhaps just a few cars.
iRacing has also gone through it's growing pains in terms of physics and car parameter tweaks, in spite of it's huge team and budget, for example, the excessive engine braking effect on the spec racer Ford, causing it to spin at even a hint of lift throttle in turns was fixed about a year after release.
In the end, the differences between the sim oriented games, for example iRacing versus Live For Speed, will be a difference in "feel", as opposed a difference in "realism".
We can only hope that "drawing the line" will translate into an update for LFS sometime later this year.
Which makes perfect sense. If people don't understand simple logic as this - then well.... how do they understand anything at all.
That's awesome - basically - each developer has control over there own work independent from each other - while still being dependent on each other at the same time.
I can somewhat back this up for noobs that probably still think otherwise:
I had sent a email to the dev's before asking about permission for use of certain textures... the response was this:
Understandable - ( I was hoping to spend less time working on RollcageX textures - and more on models - I don't enjoy texturing so much - because I'm not very good at it ) * sulk
- in the end I'm still stuck doing both modelling and texturing - ( AT RollcageX- I am pretty much the only art related team member atm )
btw - we need a texture artist to help me lighten my work load....
Are 'you' assuming that eric does nothing
- when for the first time - he is using actual laser scanned track data from the first 'real' track in LFS.
- attention do detail can take a hell of lot of work - especially when Eric wants to achieve 'absolute' accuracy as much as he can - as should be assumed from any 3D artist, track designer, level editor.
- In LFS there is only ONE ERIC --- in other games there are often 5 Bob-the-level-designers, 7 Mike-the-prop-modelers, 8 Tiffany-the-go-for-girl's etc....
The point of my post was that you can't just decide there is only one possibility from Scawen's single line about Eric. I'm not the best at getting my thoughts down in words. It was pointed at the "Oh so that means eric has done nothing then" posts.
I sit firmly in the "will wait patiently still enjoying this great sim, wouldn't have a clue how to do my own, believe they are still working because they tell us they are" camp.
Thanks for the heads up Scawen, it's always nice to see a developper pop here !
I will enjoy the game while waiting. Something I really like with LFS is that it never grows old and still looks fresh after you've not played for a long time.
And devs, you can be really proud of the long timers moaning on the forums. It means that not only you managed to create a product that still compels drivers for 5+ years, but it also means they are very involved with the product.
Keep up the good work, we're all going to party when you guys decide to release what you've been working on !
What exactly are we getting in S3? A new car, and Rockingham. Is that enough content to pay another 12 pounds for?
In S2 we got 3 venues, and 11 new cars.
Dont get me wrong, I will buy S3 the minute its released, but I personally think its a bit too little for the long awaited S3.
Hopefully the devs have something else planned for it. Really hope Eric is working on another venue. Else, S3 will feel very empty and the whiners will be back couple months after the release. You can count on that.
Anyways, I'll put on my flame suit now because I heard it be raining fanboys.