as always, reading such things is a real pleasure , keep up the wonderful work guys
NB : I like the mention of "At Fern Bay, the old version" ... agree, the 2.0 track will be the one to rule rule them all
Thanks for the report, very interesting.
The tunnel video is fabulous although it feels a bit fast.
Does the new ZBuffer will improve the ground markings and tire marks? I mean in 2D I don't notice it but in VR it feels very slightly floating like 5 or 10mm (maybe less even)...
Thank you for your anwser Bob. I don`t mind doing it manually even if it takes long. My problem is just that with some parameters I just do not know where to get them. I looked on and off the last days and managed to acquire the most parameters through LFS-Editor or the RAF-File but there are parameters I don´t no how to get them and with some of the parameters I am not sure if I did them correctly.
For example CoG.
In LFS-Editor there are CoG-local-Parameters for my car R=0.004, F=0.06 and U=0.251. I guess it is in meters and in VHPA I have to set the values in % depending on the length of the car. Car length is 4.317 m. So the values are R=49.07% and F=48.61 %. I don´t know if the U-Value can be taken directly as CoG height because there are two further CoG height values (height above ground and minimum height). The result was kind of wrong as you can see the weight destribution in LFS and it differ from VHPA, so I had to "cheat" to get to the same weight destribution. I think the values for rotating and unspung mass may be wrong. In the RAF-File one wheel weighs 16.215 kg, so the rotating mass for rear and front is each 32.43 kg. In LFS-Editor the suspension weighs 80kg, so the unspung mass for rear and front is each 72.43 kg. Or am I allready wrong here?
These parameters here I don´t know where to get from:
I get you Bob. I would´nt be also too hyped about supporting a tool that is not up to date with current state of LFS and was made a long time ago.
I hope someone who still uses VHPA now and then can help me out? It is a very powerful tool. I managed to do some setups. I tried to make them completely neutral. I matched nearly every bar to be green. The car behaves mostly neutral but something feels a bit off. So it needs more polishing and I guess the right/missing values.
I think there is not that much left to have a proper vehicle data and then to be able to make setups properly.
After I guess 12 years break from sim racing and especially LFS I started again because of ACE and remembered LFS and tried it ... and now I am all hooked again.
Layout Racing League makes a return visit to the well-loved Scawen's Racetrack, having last hosted in 2019, the mega race in Covid-hit 2020 and 2021, and last in 2022.
I worked on LOD2 since I was basically using the version you can see in my first few posts up until now, and now I'm actually done with LOD2 before LOD1
I ended up with about 5.5k triangles, I hope this won't be considered to be "very high"... To be perfectly honest, I would really hate to lower the count down to even 2k, as it would completely destroy the visual fidelity of the car - with 5.5k, I basically cannot see the transition to LOD2, which is the second purpose of levels of detail, after optimization. Below 2k or even 1k triangles should, in my opinion, only be for a third visual LOD (not the one LFS uses for collisions).
Anyway, now I need to get back to modeling the interior (mainly missing air vents on the dashboard, then I can add some detail on the tunnel and the back), and iron out some details on the exterior (properly plug the gaps here and there, refine some rough shapes, especially on the front grilles, and those pesky tail lights).
I wanted to say something here but I don't have any references (yet) apart from 40-odd years of thinking about motorcycles so I'm talking about high performance naturally aspirated engines here ...
Smaller throttle openings at low RPM actually produce MORE torque than full throttle. That is why you don't fit large carburetors if you want midrange driveability. This is because the higher mixture velocity of a smaller venturi allows improved cylinder mixing and more complete combustion.
In recent times we have seen the move to ride-by-wire throttles and selectable engine maps. This is why modern superbikes can have large throttle bodies and make 230bhp and still be rideable in traffic. When you fully rotate the twist grip at say 3000rpm the ECU does not fully open the butterflies - it gives you an opening that gives you the best useable torque. Previously with carbs (which I love) you had to compromise.
(Of course turbo engines are a whole other area and depend on whether you have mechanical or electronic boost control etc etc etc)
The diagrams in the first link look good for scaling lengths and inclinations but it looks like you have already done that.
The second link is more relevant because it shows a setting height that you could use in LFS editor but adjusting the vertical position of the inner pivot. That should give you the correct angle for the lower wishbone (providing the tyre height is correct ).
I always had 2 devices to choose from - either the pedals or the wheel ... when one of them was activated the other was deactivated, so either the wheel or the pedals were always active, but never both at the same time
What to say ... OMG ! insane job guys ! Eric, you rock
Hope everything is getting fine with your home project Scawen ! Can't wait to put my hands on this masterpiece . And thanks a lot to share these :
Have some well deserved holidays and enjoy the time before getting onto business again next year !
Nice Christmas present for us, and thanks a lot Degats for those comparison screenshots. I am gonna spend some times looking to these