Nothing wrong with LFS netcode by a long shot. I've ran many leauge races with 20 car grids and not had any problems. Pings of 30-45 is the average I get when looking through the server lists. Collision is nothing to do with gravity really, it's down to the high and sudden energy LFS sometimes places on the car because of the polygon damage modeling. This sometimes causes the game to place huge forces causing the cars to react weirdly. They always come back to the ground though
I can still run wheel to wheel with people in LFS and not suffer any problems.
Realism to me is what the LFS devs are doing. Working the hard way, simulating things as they should be and now how most of the other games are doing it. Yes there is problems which cause unrealistic effects but Scawen will be the first person to admit that. The complexity of this whole project is what causes problems.
If realism is steering lag and stiff tyres then I must be seeing things on the TV. The FFB in rFactor doesn't feel right at all, there is no information on what the thing is doing. Bits of car falling off as it was a toy ...
I really can't see why you are bashing LFS netcode as it's perfectly fine and even beat rFactor to two awards in that section alone. For pickup races LFS has a far great community so it's a no brainer in my mind.
A couple movies to show that racing in LFS isn't as bad as you seem to make it out to be
[
www.lfsnews.net] < a nice one in just showing general racing in LFS. Also shows a lot of cars running close to each other without lag.
[
www.lfsnews.net] < a nice little clip showing one of the main resons I love LFS. The way that car moves around beats anything I've seen
I could go on forever adding movies
Got GBs of them on my HDD.
Keiran
vMax.KeiranVelocity Maximum Simulation Racingwww.vMaxSR.comwww.liveforspeed.net LFS Status:
Edited 3 time(s). Last edit at 02/14/2006 01:18AM by keiran.