Rallycross aspect of the game and take tons of time implementing deformable
surfaces and whatever else comes with trying to model rally accurately..
Wouldn't they be spreading themselves a little thin??
Wouldn't you rather them concentrate on a tarmac only game that KILLS.
Rather than a pretty darn good tarmac/dirt/gravel game? Y'know?
I'd love to see them rock-out on the tarmac physics.. and then maybe a year
or two down the road they can release a sequel to the game. A rally only
game! Intennnnse! :)
I think the graphics engine is better than some give it credit for. I get
25-60FPS consistently on my Radeon 7500 at the default settings (1024x,
etc.). The car models look suprisingly good for a pretty low polygon count
and the track models look great.. the scenery goes really out (E.G. The
highway and road signs outside of the back straight).
I do understand that everyone is just wanting to see this game realize it's
full potential though..
Mike
http://www.racesimcentral.net/
until
> I started getting my ***whipped by people who appeared to be driving
like
> they were just racing on wet tarmac. Never seen anyone do a proper job of
> modelling deformable surfaces, it would be great if the LFS crew could
pick
> this one up and run with it.
> :0)
> > Having written much about how great the LFS physics are, I must now say
a
> > few words to the contrary about the physics on the dirt circuit.
> > If you download the replays of the top RallyX time in the RWD GT-R,
you'll
> > see the fastest cars taking the same wide lines and neutral handling as
on
> > the circuit. That's not how its done fast in real life!
> > In reality, unsealed surfaces offer much more grip to a car oversteering
> > than one in a neutral attitude, for a couple of reasons. Firstly, a
> sliding
> > car will dig down beneath the "marbles" that make up the surface and
find
> > the much grippier hard surface underneath. Secondly, as the car slides,
it
> > builds up a wall of dirt in front of the direction of the tyres, aiding
> the
> > grip even further.
> > However, the dirt circuit appears to be modelled as a more slippery
> version
> > of the paved circuit.
> > I've been Autocrossing and rally RWD cars for many years in real life,
and
> > when I first tried out LFS, I was escatic at the realistic way that I
> could
> > throw the car sideways into corner on dirt, and balance the car on the
> > throttle. I couldn't figure out for a while while I wasn't getting very
> fast
> > times doing scandos and driving as I would in real life. I finally
> realised
> > that whilst the car's dynamic handling was very realistic, this was let
> down
> > by the modelling of relationship between the tyres and the dirt surface.
> > I've left a message along this line in the physics/handling section of
the
> > LFS forum and hope that the developers will be able to sort out this
> aspect
> > of the physics modelling before the product is released.
> > Tim