View Full Version : Tyre Physiscs
vpr01
2nd October 2005, 16:37
Tyre physics for this game need fixing, rather than improving. They are way off at low speeds. For instance, I know for a fact that a car in full racing slicks will NOT spin off doing 20 to 30 mph. Yet in this game, most cars do.
I drive cars of varying types on track days every weekend (almost) in real life and I can tell you for a fact in this game the tyre physics aren't even close to real. I wouldn't usually compare games to real life situations, but this is supposed to be a simulation after all.
The speed:grip ratio is way off.
geeman1
2nd October 2005, 17:21
This has all been mentioned before. And the concluison pretty much was: this will be all fixed at some point and the tyre physics currently work at racing speeds (much higher than 20 or 30mph).
vpr01
2nd October 2005, 17:23
Thanks for the heads up there.
I realise they do work at racing speeds, its just say when I make a mistake and have to slow down, or just when pulling out of the pits, starting a race or getting back on from a spin.
When I spin out, and try to get back on track - I spin out again cos the tyres just dont do anything.
tristancliffe
2nd October 2005, 17:24
And at least LFS doesn't PRETEND to be correct, like rFactor, GTR (and probably GTL) to make it seem right. LFS is honest - if if can't do something perfectly, if doesn't try to hide it to make profit.
vpr01
2nd October 2005, 17:27
Thats why I like the game and purchased it.
Bob Smith
2nd October 2005, 21:38
Yeah, it's weird that you get out of shape on a mid-speed corner and correct it fine, but on slower corners it gets increasingly difficult.
The simple solution to dealing with it now is: drive fast. ;)
Boris Lozac
3rd October 2005, 01:18
Well the name of the game is Live for Speed.. so... ;)
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