LFS vs GT5

  • Thread starter Thread starter SL4sh
  • 15 comments
  • 6,148 views
Does not need to be out yet, this one is easy. Every PC gamer will tell you when GT5 is out that they have played it and it is **** compared to what you can get on PC.
 
Well firstly do you have or have tried gt5p with a logitech wheel? If so then go over to lfs.net a get the free demo. You be the judge.
 
LFS is going to get a patch w/ redone physics. and new cars and a laser scanned track :p
 
Well firstly do you have or have tried gt5p with a logitech wheel? If so then go over to lfs.net a get the free demo. You be the judge.

i have tried both with G25 wheel.. both of them have obvious difference in physics.. I still think that GT5 prologue has similar physics with GT4.. My judgment choose LFS with better physics, but I'm not really sure with it..
 
i have tried both with G25 wheel.. both of them have obvious difference in physics.. I still think that GT5 prologue has similar physics with GT4.. My judgment choose LFS with better physics, but I'm not really sure with it..

Your right, there is a difference. That is that lfs tires are actually connected to the road and react and deform to bumps, curbs and loads.

Drive a front drive hatch on the London course in prologue then the xrg on blackwood and I believe we can both agree that lfs is on a different level then.👍


Atleast for now. Who knows.:D
 
Last edited:
LFS 'and by quite a margin'. Not to say that Gran Turismo is bad, but LFS as a simulator is very very good. Its almost like a back to basics, completely stripped down sim racer, and it deliver oh so very well. The thing I like about it most is the accuracy & detail with real time data. The clutch burn, the brake wear, the tyre wear, fuel consumption etc. Its all very accurate. The harder you driver 'or the more aggressive' the faster the life of all mentioned above decreases. Weight transfer is also very active and mistakes are punished accordingly.

The big winner for me, and its something that I believe should be in every game that wants to call itself a sim, is the ability to drive in to the pits, activated the speed limiter 'or correct gear if the car doesn't have one' and drive in to your own pit box. It's a significant part of motor racing and one that can win you alot of time if done correctly.

They cater for different gamers, but as a sim, LFS every day of the week.
 
but sadly, LFS runs out of content as it doesn't have any racing leagues, or rewards for job well done. and online races are usually just as bad bumper car races as in GT5P online..
 
there aren't any LFS leagues? Last time i played, there were quite a few, and since you'd race the same people eveyr week or so, you could build up a good or bad rep depending on how you drove... Hopefully that patch comes out soon to breath life into the LFS community.
 
Have not played GT5P. But I'm not even sure LFS is that realistic. You can throw the cars around pretty hard and do super drifts :)
But it has nice feel though, way better than RFactor, GTR2 and all the other ISI engine sims which feel really canned

But you can cruise around in low speed pretty nicely. Something that was hard to do in GT4. iRacing feels even better, from the short sample of it I had with the Radical prototype and Skip Barber cars on Lime Rock, Infenion. Road America and Laguna Seca tracks. The tracks are very nice. Nice ambience and off course very accurate. Graphics are not bad as well, but it's no GT5
 
Well LFS is getting it's tyre physics revamped, because the original/current model could not make the virtual VW Scirocco handle like the real one.
That should answer your question about wether it's currently realistic or not :)
And driving with locked diffs works rather well in LFS, which isn't exactly realistic

Hello LFS Racers,

We are pleased to announce that a new tyre physics model is currently in the testing and refinement stage.

Many community members have been wondering what happened to the release of the new VW Scirocco and why there was no news about it. Here are the reasons why :

While we were working on the Scirocco in December, we found that we could not make the LFS model handle as well as the real car. One of the reasons for this was that the LFS tyres had too much grip and this was causing the inside wheels to lose too much load while cornering. But simply reducing the grip would not have been a good approach... the result would have been just the same old LFS but at lower speeds.

We decided to look into a completely new core tyre model.

For several weeks it was just research and mathematics on paper, then the implementation started. A lot of old programming needed to be removed and refined in order to allow the new model to slot into its place. Next was the early refinement stage, at first seen only by the developers, while the main issues were sorted out. During this period we did not want to make any announcements about what we were working on, because it was possible that the new tyre model would not really work out. That did seem less likely as time went on, as more of the problems with the old tyre model came to the surface. The new LFS tyre model has a good mathematical basis for the way forces are produced from the physical state of the tyre, resulting in improved handling and feel with greater realism.

After some time we got to a stage where we felt the model was a clear improvement on the old physics. We updated all the default setups to use realistic values that would be found on similar real world cars and finally released it to our beta testers. Their verdict is unanimous : the new tyre physics model makes the cars much better and more realistic to drive.

There is quite a bit of refinement to be done and other aspects of car physics to update. Also the traction control and stability control of the VW Scirocco still need to be updated. So we cannot yet give a release date. This news item is intended as a progress report and to assure you that Live for Speed will be better when you do get the update!

Hello LFS Racers,

As we said in our news item on 21st August, we have been working on a new tyre physics model. It has a good mathematical basis for the forces a tyre produces under varying circumstances and does feel good to drive, so we are very pleased with the new model. The new physics and plans for the VW Scirocco have inspired some other developments that are now important to get the best experience from the updates.

Most of the remaining development is in the following sections :

- Tyre heating and cooling
- AI driver improvements
- Limited setup system
- Suspension updates
- VW stability control

We'll now talk a little about these things, and some of our plans. Please be aware that these are just plans as we see them now. Plans can change, and they often do, so it is very likely that some things you read below will be different from the final result.

Tyre heating and cooling

As the tyre model is completely different, both in the contact patch (frictional effects) and also the way the tyre reacts to loads (deflection depending on air pressure and sidewall stiffness) the old tyre heating system no longer worked properly. So we have been trying new things, with some success, but at this time there are still noticeable issues that need to be sorted out. We found it impossible to simply use the old heating model with some adjusted figures as we had hoped. Some more real updates are needed to get the heating and cooling of tyres right.

AI driver improvements

Just recently we discovered that the AI were driving around too slowly because they were underestimating the available grip. But because available grip depends on tyre load in a non-linear way, it turns out that some of the programming for the AI drivers needs a little reorganising. Many community members like to drive with AI in single player mode, so it is important for them to drive at a good speed.

Limited setup system

We mentioned before that the VW Scirocco would be our first car with a limited setup. But as time went by, that plan changed a little. We realised that limited setups would be a popular option for online hosts. It is a feature that has often been requested. It would allow people to race in road cars that feel like road cars (not stiffened and lowered) and still be competitive. So we decided the limited setups should be an option that applies to many of the LFS cars. For example, in limited setup mode, the standard road cars would only allow tyre pressure and toe adjustments. The LX6 / RAC / FZ5 class (LRF) would also allow compression and rebound damping to be adjusted along with ride height and adjustable anti roll bars (in some cases). The idea is to allow the same adjustments you could make on the real car without changing any parts.

Suspension updates

In order to implement the limited setup system, we needed some good standard setups, the kind that these cars would have in real life. In comparison with most LFS setups currently in use, the new default road car setups are a lot softer. Our testers noticed that with the new setups some cars can be a bit tricky at times, for example when adjusting the accelerator while cornering or when braking into corners. In real life, the suspension geometry is designed to produce an anti-dive effect under braking and anti-squat under acceleration. This has until now been absent from the LFS suspension systems, but now looks like an important development to support the realistic setups.


VW stability control

The special traction control and stability control systems for the VW Scirocco still need to be completed. We don't intend to make this as complex and refined as the real VW systems. We do want to recreate some of the beneficial effects of those systems that can apply individual wheel brakes to help the car go where the driver wants it to, when things begin to get out of shape.

We hope this progress report gives some insight into what has been going on. As you can see there are still important things to be completed. It's hard to know how long the tyre heat and suspension updates will take, so we are still not able to estimate a release date.
 
Last edited:
Have not played GT5P. But I'm not even sure LFS is that realistic. You can throw the cars around pretty hard and do super drifts :)
But it has nice feel though, way better than RFactor, GTR2 and all the other ISI engine sims which feel really canned

But you can cruise around in low speed pretty nicely. Something that was hard to do in GT4. iRacing feels even better, from the short sample of it I had with the Radical prototype and Skip Barber cars on Lime Rock, Infenion. Road America and Laguna Seca tracks. The tracks are very nice. Nice ambience and off course very accurate. Graphics are not bad as well, but it's no GT5

I agree. In LFS u can drift easily although the clutch, brake and tire wear are very accurate. However, LFS is still better than GT5P for physics when cruising although GT5P gives better feel with the marvelous graphics:)
 

Latest Posts

Back