I had a thought though: the more physics calculations to be done, the less cars peoples' puters could handle. 1000hz physics would be great, but there's a good chance that it would reduce the grid by 90% too...
In mutiplayer, it is not needed to compute the physics of other cars : the computer of the other player is already doing it. The positions have to be known in a fair amount of time to display the cars in the correct places for you. So 100Hz, 1000Hz, or 10kHz, no matter.
^^^ Exactly. Even when online too - I think your computer calculates a bit of other peoples' physics in between being updated by the incoming data, hence the weird swerving you see from people with lag...
I've never questioned it, but LFS records inputs as well as position, and there are some physics calculations at play. (I have questioned, though never asked, why distant cars might appear to lag in a MPR, yet when watching from that car or another close to it, the replay is solidly smooth. Even the MPR recorder's car might appear to lag when being watched from a distant car).
Hotlaps and therefore automatically all world records have been removed from lfsworld when new Blackwood came out so not sure what you are talking about. Airio clean laps maybe and support for custom car classes (FZ2, FX2 etc), but like I said before, support for Airio has ended (years ago) so no news to be expected from that. InSim makers have the opportunity to develop their own race tracker in the time that Airio still is operational and getting crippled as time passes.
I asked Victor recently and he said there is no such a thing as a WR based on online laps. If you type "/w wr" in game you get the hotlap WR. Online PB times are only for personal use and you can delete them yourself if you like.
I think the message you are seeing comes from Airio, as mentioned by cargame.nl, so I don't know about that.
There are 3 levels of movement for remote cars.
1) The nearest 4 cars within 120m - full physics
2) More distant cars - low resolution physics (to save CPU)
3) Very distant cars - straight line movement since last update
I don't think number 3 is visible except when you switch to a distant car's view and you can see it moving in straight line for a second, with no car visible. I think that is disabled if you switch off the multiplayer speedup option. Sometimes you can see the inaccuracy in number 2 which is not optional.
I haven't changed anything, just regenerated their KNW files for the new BL. Are you sure your AI were set to PRO?
The current AI aren't deliberately slow, and if they are simply "turned up" they just crash. I did spend quite a while improving the AI in the new tyre physics system, years ago. So there is already some better AI waiting, with better racing lines and speed prediction code. I haven't yet done any work on the overtaking methods, but that can come later.
That happens everywhere which includes sharp edges, regardless of layout or actual track.
I am also assuming pretty much there is high chance car interiors get update, and all tracks too...
The day when it arrives when I have to say goodbye Fern Bay hills, for jumping, for climbing for adventuring... The same thing as I had to say goodbye for old Westhill, track was nearly flat out, and it was awesome! I still miss old westhill... but I am still that opinion that new westhill is far better, it is even bigger to make some cool stuff in layout-side
It would be great if the AI would be more aware of our presence nearby. When racing against, it systematically ignore us if we are in a dead angle or even side by side. At a certain point, I'd say 1 meters ahead of them, they seem to suddenly start noticing our presence and then, if the racing pavement is a tad too narrow/risky ahead (maybe up to a 100 meters?), they jump on the brake, which can make the AI quite easy to beat for someone aware of this trick, or just racing on tight circuits such as Fern bay.
Maybe the AI should have different presets depending on the car they drive. e.g., if the AI is driving the F0X or any formula type of cars, they might behave more carefully with nearby cars to avoid wheel to wheel collisions but on the other hand, if racing in say, TBO class, a more aggressive preset could be used. Just throwing that out!