LFS Development Discussion
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2017-01-03, 14:59
Post: #401
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RE: LFS Development Discussion [Test Patch 0.6Q3]
(2017-01-03 14:57)Brad Wrote: I assume because VWS is a real-life car, it shows up inherent flaws more than the other theoretical cars?We do already have real cars, though. I'm not buying that new content couldn't work on the current physics. Improving the physics could be like a side project, imo. Also 400th post in this thread |
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2017-01-03, 15:17
(This post was last modified: 2017-01-03 15:20 by Owl.)
Post: #402
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RE: LFS Development Discussion [Test Patch 0.6Q3]
I think the problem is, every different car has a different tyre model, so many calculations would be needed to precisely simulate the tyre model on the track, the problem is with this, the amount of calculations needed would probably be the equivalent of a left fender crash model in BeamNG. So having even 10x XRG on a track would probably crash the game. Scawen is looking to make the new physics as close to real life as possible but unfortunately the computing power required to make it as realistic as possible is probably just not there.
This is my best guess. Because it doesn't take almost 10 years to make tyres physics to a standard of Automobilista for example. There has to be some sort of limitation holding him back. And it wont be cost. It's either knowledge, lack of help or computing power. As I said, this is my best guess. I have written this post based off what I do in day to day life to if any of it is wrong (as in I have overestimated the calculations required for example) then, well, excuse the incorrectness of my post, and I'll go in my special little corner and cwy :'(... |
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2017-01-03, 15:21
(This post was last modified: 2017-01-03 15:22 by Sam.)
Post: #403
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RE: LFS Development Discussion [Test Patch 0.6Q3]
He posted about it on the LFS forum a while ago so for specific answers you'll have to go look at it, I think it's a lot of bull though, over seven years to develop them yet he hasn't shown us any evidence or progress of his work, he is just squeezing every last penny possible from LFS.
Skoda, it's probably laziness. |
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2017-01-03, 15:32
Post: #404
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RE: LFS Development Discussion [Test Patch 0.6Q3]
never heard of anyone bar scawen doing any work on it recently anyway
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2017-01-03, 18:25
Post: #405
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RE: LFS Development Discussion [Test Patch 0.6Q3]
Scawen Wrote:specially while I'm trying to focus on tyre physics He's "trying" guys. |
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2017-01-04, 21:51
Post: #406
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RE: LFS Development Discussion [Test Patch 0.6Q3]
Some replies to a few questions asked over the last few days. In short, seems there will be more to come in this patch (though unspecified what it will be), he's looking into increasing steering lock on some cars if it doesn't affect previously set hotlaps, and the new tire physics are now in a "driveable" state rather than an "intermediate" state.
Scawen Wrote:SergoMorello Wrote:Sorry, for off topic, Scawen. Is it possible to make a little more adjustment for steering angle for rear wheel drive cars? As you already know how big drifting community is in LFS. Maybe just a few more degrees. It will not affect grip racing and mess with hotlaps. But it will help LFS drifters a lot, and will bring new emotions.I don't know if this can be done without messing up all the hotlaps for those cars. But as it seems so popular, I can look into it. If it would mess up the hotlaps then I won't do it, an increase in steering range would have to wait for the new tyre physics, which I have been working on. |
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2017-01-04, 22:08
Post: #407
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RE: LFS Development Discussion [Test Patch 0.6Q3]
I think that maybe VWS only allow LFS guys to release the game if the games simulate how it (should) works in real life. If not, them aren't allowed to release it.
It's the only logical reason for me to explain why them arent releasing this car, and more cars having the priority on the tyre phisics. |
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2017-01-04, 22:11
Post: #408
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RE: LFS Development Discussion [Test Patch 0.6Q3]
(2017-01-04 22:08)Borja Wrote: I think that maybe VWS only allow LFS guys to release the game if the games simulate how it (should) works in real life. If not, them aren't allowed to release it. Kinda that. They haven't released the sicrocco because they want it to be more realistic. I am sure Volkswagen wouldn't have given a damn! |
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2017-01-04, 22:37
Post: #409
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RE: LFS Development Discussion [Test Patch 0.6Q3]
So it looks like Scawen and Eric are working on the tyre physics then. I guess its better than just one person having all the payload on them.
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2017-01-04, 22:48
Post: #410
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RE: LFS Development Discussion [Test Patch 0.6Q3] | |||||||
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2017-01-04, 22:58
(This post was last modified: 2017-01-04 22:58 by Spencer.)
Post: #411
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RE: LFS Development Discussion [Test Patch 0.6Q3]
(2017-01-04 22:37)Owl Wrote: So it looks like Scawen and Eric are working on the tyre physics then. I guess its better than just one person having all the payload on them. Its more so that Eric can test the new/revamped tracks on new physics. You know the buggy curbs at Kyoto and Westhill? Those are tire physics problems, not track problems. That combined with the overall feel of the tracks would make it make more sense to use the new physics to make new tracks. It also gives Scawen some feedback from someone other than himself, hopefully. |
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2017-01-04, 23:21
(This post was last modified: 2017-01-04 23:33 by Pete.)
Post: #412
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RE: LFS Development Discussion [Test Patch 0.6Q3]
(2017-01-04 22:37)Owl Wrote: So it looks like Scawen and Eric are working on the tyre physics then. I guess its better than just one person having all the payload on them. Basically what Spencer said. Eric will obviously feedback to Scawen but Scawen is doing 100% of the physics programming (most likely). Scawen's most recent post is definitely positive. That's the most I've seen him talk about the tyre physics progress in a few years at least. |
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2017-01-04, 23:59
(This post was last modified: 2017-01-05 00:00 by Ras.)
Post: #413
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RE: LFS Development Discussion [Test Patch 0.6Q3]
Will they put the new tyre physics in a test patch, or not make them public until final update release?
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2017-01-05, 00:12
Post: #414
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RE: LFS Development Discussion [Test Patch 0.6Q3] | |||||||
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2017-01-14, 17:57
Post: #415
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RE: LFS Development Discussion [Test Patch 0.6Q3] | |||||||
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2017-01-14, 17:57
(This post was last modified: 2017-01-14 18:07 by Adam.)
Post: #416
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RE: LFS Development Discussion [Test Patch 0.6Q3]
Scawen;1917124 Wrote:Test Patch 0.6Q5 is now available with fixes and improvements! |
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2017-01-14, 18:19
(This post was last modified: 2017-01-14 18:20 by Mercury.)
Post: #417
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RE: LFS Development Discussion [Test Patch 0.6Q5]
(2017-01-14 17:57)k_badam Wrote:http://giphy.com/gifs/personal-pacific-r...c01em87D3yScawen;1917124 Wrote:Drift maximum lock increase up to 45 degrees. |
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2017-01-14, 18:25
Post: #418
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RE: LFS Development Discussion [Test Patch 0.6Q5]
overdue change..
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2017-01-14, 18:34
Post: #419
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RE: LFS Development Discussion [Test Patch 0.6Q5]
Scawen;1917134 Wrote:Tyre physics just isn't ready. But I'm working on it. |
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2017-01-14, 18:50
Post: #420
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RE: LFS Development Discussion [Test Patch 0.6Q5]
Oh boy.
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