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Preview: Live for Speed S2 Alpha
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Performance
Frame rates and overall performance
is very good. Adding AI cars results in a hit in fps and if
I add some 12 - 15 AI cars the fps drops to approximately
20 - 25 fps which is the area where my system begins to struggle.
In this respect I find it comparable to GTR.
On my test machine, LFS S2 Alpha was silky smooth under more
normal loads with no stuttering, hiccups or hesitancy in any
way.
GUI
For the screenshots of the Graphical
User Interface I had to select English as my language, but
LFS offers menus in many different languages, including Danish.
In LFS S2 the User Interface still isn't very intuitive, but
I've finally learned how to do it the right way, and the interface
offers a great deal of control and opportunities to set up
your controls.
From the main menu you choose whether
you wish to hot lap by yourself, race with the AI, or race
online.
When you are done racing or if you wish to pause because you
wish to study your driving technique, pressing escape will
bring up a menu that lets you view a replay of the action
on track. You can save and name your own replays, and this
part works very well without being overly "flash" or spectacular.
More on replays a bit later in this preview.
AI?
When describing the AI in Live for
Speed it is common practice to point out that LFS is an online
simulator. Perhaps I should call them "bots" as they seem
a bit robotic, and at times not too bright. You have to drive
around them and give them a clean berth because if you try
to race them, they will generally push and shove their way
through. Sorry, but in this case I suspect AI is an abbreviation
of Atrociously Incompetent.
One nice tip I picked up about the AI though is that you can
get them to use any skins you want in replacement of the one
color only default skins; Just name the AI driver the same
as the skin you wish the AI driver to use. Voilá!
Multiplayer
The focus and main purpose of LFS
is to be an online simulator, and this purpose is served admirably.
With a multiplayer code which ranks up there with revered
Papyrus it really does lead to the community asking the unavoidable
question to other developers; why they can't get multiplayer
right, when LFS has had this department checked, sown-up and
covered to near perfection since day one.
In addition to the MP code itself, LFS
World offers a place that tracks your online stats, lets
you upload your own skins and lets you download other players'
skins so that you won't have to set up your own web sites
or post skins between yourselves. This is absolutely brilliant
and serves as an example to follow for future racing sims.
No more hunting for skins. Hurrah!
The new options for driver changes
in endurance racing have not yet
been tested by us. We're keeping an eye out for endurance
races where we
can test how it really works.
Graphics

As mentioned previously, the evening
variations of the tracks look stunning, but actually everything
in LFS looks stunning.
Track graphics look real and organic, crisp and true to life.
Trees sway and personally I like the fact that the colors
are vibrant and slightly more saturated than seen in some
other simulators. When I look around me in real life I see
Mother nature being fairly generous with saturated colors.
One small wish for improvement from my viewpoint would be
thicker steering wheels for the Formula V8 car as well as
a more realistic dash in the formula cars. The analogue gauge
could well be replaced by something a little closer to the
arrangements seen in real formula cars.
LFS offers considerable scalability graphics-wise, so you
can de-tune the eye-candy if your system is having trouble
handling all the options being set to max.
Perhaps you think that there are many, better looking racers
out there, and to some extent you may be right. But LFS has
the eye-candy that matters, plus the physics plus the mulitplayer
capabilities.
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