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Preview: Live for Speed S2 Alpha
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Page 3
Damage
Part of the physics as well as the
graphics, the damage you can do to your car will progressively
make it harder and harder to drive a damaged car. Despite
crashing very heavily on some occasions, I have not yet experienced
a complete write-off and subsequent retirement. The car however
has become impossible to drive after heavy crashes and this
of course is at it should be. Just to mention one example,
I was hit from the back by an AI and as a consequence the
tracking of my steering was off to the left.
The damage inflicted on my poor car in the following screenshot
is the result of a fairly gentle meeting with the wall, so
while the mechanical damage seems very well done, the graphical
damage is taking second seat.
Force Feedback
With
my Driving Force Pro, the force feedback feels adequate, without
being sensational. The force feedback communicates well the
forces acting upon the car. Weight transfer indicating a sideways
motion to the left or right is simulated well by a tightening
of the forces. With my fondness for tank-slappers, I noticed
that the backlash in the steering is quite pronounced when
the tail is at extreme angles to the general traveling direction
of the car, indicating that having attempted to save a slide
I have overcorrected and initiated a slide in the other direction.
Feeling understeer in the force feedback, strikes me as being
less well communicated to the driver.
My overall impression of the physics is that the package works
so well that it is fun and convincing to hot lap in this simulation.
I can't help but think about GPL in terms of a driving simulation
that sucks you in and keeps you coming back for more.
Tracks
The list of only 9 tracks at first
looks a bit disappointing, but once you realize that most
of the tracks have several variants in terms of length, layout
and day/evening versions, even autocross track variants and
skidpads, you begin to appreciate that in fact LFS has a lot
more tarmac under the hood than is initially apparent. A very
nice touch is that the shorter, modern layouts have modern,
speed-inhibiting chicanes, but if you choose the "classic"
version that is available for some of the tracks, the chicanes
are gone and what you have is a high-speed, 7 or 8 km long
road course with fast sweeping corners, challenging esses
and a few slower corners! Just the kind of tracks I like!
- Blackwood
- Autocross
- Fern Bay
- Skidpad
- South City
- Drag Strip
- Aston
- Kyoto Ring (Oval)
- Westhill
As you have noticed these are not
real life tracks but fantasy tracks. Be advised though that
they are a hoot to drive and real life track designers might
very well pick up some good ideas from studying these tracks.
The tracks that have evening variants look very good with
that kind of warmth to the visuals that is impossible to describe.
It simply looks gorgeous and you have to see it for yourself.
Setups
LFS ships with very good and very
driveable setups. I haven't found much reason to change much
in the default setups but you can adjust things like camber,
suspension, gearing, brake balance and down force to mention
just a few of the options.
Sound
While LFS does not have the raucous
sounds that GTR boasts, I find the sounds in LFS adequate.
Viewing replays from the external view and especially with
more cars on the track, I think that the sounds are quite
convincing.
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