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Bob Smith
S3 licensed
Moderator
Good old Microsoft. Silverlight doesn't support Opera.
Bob Smith
S3 licensed
Moderator
Split these posts into a new thread because it's a) tidier and b) people can find these particular posts more easily at a later date, rather than being buried in an ~1100 post thread
Bob Smith
S3 licensed
Moderator
Nice find Juls. I'm already using another PDF by that same guy for bolting brush model combination slip on top of Pacejka pure curves, but that document explains a much broader application of brush models. Could be worth reading to try and do away with Pacejka all together at some point.

The key thing you need in a sim is a fair degree of configurability, which Pacejka's MF certainly does provide, even if not in a convenient form. Will have to see how much control you have over the curves of a complete brush model.
Bob Smith
S3 licensed
Moderator
I'm familiar with both methods. That document from racer describes the exact same method I was describing, albeit with a very slightly different approach. You'd never want to use it in a game though, it's only a proof of concept. I should probably graph it up and see how it compares to Pacejka's model with good data.

Niels - you are correct, camber in particular is pants in Pacejka's MF, for sim use. In his books he even recommends curtailing high values, but the method he suggests (sine of camber angle) only has effect at very high angles, by which point most data sets have gone nuts. On the plus side, the main part of the camber function of Pacejka's should be simple enough to rewrite for a different curve. And load sensitivity can be reworked to tie in to contact patch area, so pressures instantly start working (somewhat) just from making pressure affect vertical stiffness. It's still a good base to start playing from, I think, and with sensible controls and limits, a better start than just using a lookup table where there is no sanity checking.
Bob Smith
S3 licensed
Moderator
Quote from AndroidXP :Setting the sideways drag is actually already possible for wings

It is for the car bodies too, so it's already modeled, albeit simplistically (defaults to 2x drag for pure side drag).

What isn't modeled is the center of pressure moving, so if this was towards the rear of the car, you would get a stabilising torque from the air drag. With the current air drag acting at the CoG, the car just slows faster when sideways. With something like a truck with a front biased center of pressure, the air should destabilise, although with the weight of even race trucks and the low speeds involved, I doubt it makes much difference to high speed handling.
Bob Smith
S3 licensed
Moderator
AndRand - If you wanted something really simple just to turn a friction square (i.e. no force combining) into a friction ellipse, why not just check if the combined forces would put you outside the friction ellipse, and if so, clamp to the edge of the friciton ellipse, keeping the direction of the force vector but limiting the magnitude. That's what I used for my first ever combination slip model and it works well enough to drive on and not feel like a spaceship (although it's not realistic and doesn't handle locked wheels, etc).
Bob Smith
S3 licensed
Moderator
Hmm, I'm unsure what could have been causing that. Thanks for reporting the issue though, and your solution.
Bob Smith
S3 licensed
Moderator
It is not possible to swap engines or put new cars into LFS.

It is possible using the engine sound editor (press shift-A while in game) to make a car sound more like a VTEC engine but, as far as I'm aware, LFS does not model variable valve timing.

Oh and the FBM is a Formula BMW btw, not a Formula 1.
Bob Smith
S3 licensed
Moderator
Quote from JeffR :An attempt to model tires that fails in the simplest of situations, a stopped car on an inclined or banked section of track. It's a "backwards" approach that tries to model everything based on slip ratio and slip angles, and working it's way back to forces, as opposed to the other way around. It's OK if you're happy with an 80% to 85% solution, but a 90+% solution requires a different or a hybrid approach.

Pacejka's MF models dynamic friction. When you're stopped you need a static friction model. This doesn't make the formula any less useful for behaviour at speed. Many tyre models work solely from slip inputs (as the main factors).

As empirical models go it is very good at reproducing tyre curves when a program can fit coefficients to real data. So to model one tyre accurately it works well. As a generic solution to model different tyre types it is quite poor, and you're perhaps better off with a more physically based model, that will lack some of the subtle details that Pacejka's MF can support, but gives a better overall match for multiple tyres.
Bob Smith
S3 licensed
Moderator
On some tighter corners it can be quicker to side the car in, as it means you are braking later and using tyre scrub to help slow you down.
Bob Smith
S3 licensed
Moderator
I see they've lost all the old forum posts, but with 80,000 members already I'm assuming they must have kept old accounts? Only I can't log in with my old details.
Bob Smith
S3 licensed
Moderator
Try changing "auto" to whatever the number of the monitor is (you can get windows to identify monitors if you are unsure), and adding a semicolon -> ; <- to the start of the line for the other monitor (that you don't have).
Bob Smith
S3 licensed
Moderator
Yeah it had got put on the backburner for a long while but I've still tons of ideas on how to improve it. Finding the time can be difficult though. I'm usually most motivated if I'm doing something for my job that relates to it, then I only have to work something out once, but just code it up twice. Like the improved tyre temperature vs friction curves I added just the other day.

From now on I'm going to try and keep the updates a little smaller, so hopefully they can occur more frequently. The size of that change log is a bit intimidating.
Bob Smith
S3 licensed
Moderator
I have successfully used SoftTH on a dual monitor setup. IIRC, you need to comment out the deviceIDright or deviceIDleft line in SoftTH.cfg. It was a long time ago I used SoftTH like this though, on an older version (v1.05) so I don't know if hacking it like that is still supported.
Bob Smith
S3 licensed
Moderator
I've only been arsing about with this update for a year and a half. I thought it time to release what I've got done so far.

Quote from Change log :
Physics: Added weight transfer due to body rolling and pitching
Physics: Added support for non-wheel driven propulsion by constant thrust (should allow simplistic modelling of jet or rocket propelled vehicles)
Physics: Added modelling of drivetrain inertia (using fixed engine inertia for now)
Physics: Improved engine friction torque curve
Physics: Engine brake reduction now works by applying throttle to counter act engine brake torque, so fuel is burnt
Physics: Vehicles now get lighter when they burn fuel, and centre of gravity shifts appropriately
Physics: Vertical load on each tyre now comes from the dampers as well as the springs
Physics: Added dynamic caster angle that varies with body pitch
Physics: Fixed damped suspension deflection to include ARB effect
Physics: Improved clutch logic for fasting pulling away (now limits input torque but adds loss while slipping; used to just scale the input torque)
Physics: Differential settings now influence engine torque reduction to tyre traction limits (during acceleration simulation only)
Physics: Improved tyre temperature vs friction curves
Analysis: Added live damper response graph (shows suspension response from static condition to live state)
Analysis: Added level ride frequencies to springs analysis
Analysis: Added level ride form to adjust spring stiffness to create level ride (with three options; stiffen, soften, and average)
Analysis: Add rebound:bump damping ratio to damping analysis
Analysis: Added brake and brake balance to list of available deceleration graphs, as well as all graphs previously available for acceleration
Analysis: Added throttle to list of available acceleration graphs
Analysis: Added custom searches to deceleration analysis
Added support for Volkswagen Scirocco in Live for Speed
Added support for ABS in the setup
Removed dyno engine button, this now happens automatically, so long as input data is valid
Switched to using ABS and TC settings from the vehicle setup, removed duplicate options from user preferences, and the live view now respects the TC / ABS settings too
Deceleration testing can be indepenently configured to use the brakes or engine braking
Engine data table is now resizable, and displays 1 extra decimal place precision on output figures
Engine data table now has column for engine torque as percentage of peak (normalised torque)
Added intermediate time step option to acceleration run (500Hz)
Added belleville stack calculator
Added more car data links
Relaxed some vehicle input parameter limits
Fixed suspension deflection calculation bug
Fixed infinite loop bug in wheel inertia calculation, much faster algorithm now too
Fixed live longitudinal accelerations components not summing to the correct total
Fixed loaded radius being displayed instead of rolling radius (circumference value was already correct)
Fixed crash when cancelling the file dialog box in the vehicle auto-loader
Fixed acceleration loop cutting out prematurely after a gear change
Fixed crash that would occur if engine data table started at less than the engine redline, and the redline was at less than peak power
Fixed crash that would occur if engine limit rpm was set to less than engine idle rpm
Fixed incorrect tyre compound data being used on startup
Fixed suspension push graph not resizing with window
Fixed vertical scale lines on distance vs time graph
Fixed initial spring and tyre loads during first frame of deceleration calculations
Fixed missing tyre slip ratios in deceleration CSV outputs
Fixed incorrect loads on the tyre contact patch when spring motion ratios are in use (meant vehicles could decelerate, and potentially accelerate, too fast)
Fixed incorrect steering analysis when first selecting a vehicle
Fixed some vehicle data values slowly decreasing due data truncation after internal unit conversion - values are now lightly rounded
Fixed incorrect longitudinal CoG position displayed in pitch diagrams in drag race window

Download v3.1.4 from the usual place: http://www.vehicle-analyser.com/download.html
Bob Smith
S3 licensed
Moderator
If there wasn't a downside to more energy efficient tyres, surely they would all be made that way?
Bob Smith
S3 licensed
Moderator
Quote from asscrack :a gf that can give me head wen ever i play this game

And when you're typing posts, clearly. We'll have none of that here. Dirty boy.
Bob Smith
S3 licensed
Moderator
Once again, grats.
Bob Smith
S3 licensed
Moderator
Hi peejayh

I don't mean to be disrespectful here, but I remember more than one thread from you in the past asking technical assistance on this matter, presumably both without success (as BlackBird says, this does not always go as smoothly for some people as others, perhaps you are just unfortunate). I can only assume you switched from being plugged straight into a modem to being behind a router at some point, which is when this extra complication was required for youself.

Last time I checked there were plenty of empty servers you could use that would serve as a near private server, as chances are you could race for a while without having anyone join in. Many servers will let you change the track, so just find an empty one that runs the sort of cars you are interested in racing that evening. This could serve as a reasonable alternative until you can find some local whizkid to come round and solve your configuration woes.
Bob Smith
S3 licensed
Moderator
Quote from dougie-lampkin :The exhaust noise limit here is stupidly high, 99dB, and it isn't even tested as part of the annual NCT (not yet at least). 90dB is the level emitted from a lawnmower, and that leaves you deafened after mowing for an hour. 99dB is twice as loud as that.

My Dad had the central silencer removed from his old Chimaera, had it tested at a track day one time, was 109dB at three quarters revs. Was like heaven in tunnels. Why go to Le Mans when you can bring it to your garage? Damn I want one now.
Bob Smith
S3 licensed
Moderator
hrtburnout - made be laugh

pɐǝɹɥʇ/
Bob Smith
S3 licensed
Moderator
So you'd like us to 'deactivate' your 2½ year old account, full of history and presumably somewhat well known (I do recognise that account name), for a brand new one that no one will know?

I'd also like to point out that all I can do is ban the account from the forum, which really achieves nothing, the account will still exist for using LFS online (and unlocking, if you were to purchase a licence). If you just don't want to use that name anyone, then the power is with you, simply stop using the old account. We generally don't permit people having multiple accounts here, so please just choose one account and stick with it.
Bob Smith
S3 licensed
Moderator
Quote from Chrisuu01 :i wonder if this is a drivable distance for my 50CC bike.

Sure. Building a bridge first might be more of a problem though.

Unless you feel like doing what Vic did last year and driving to France first for the channel tunnel.
Bob Smith
S3 licensed
Moderator
I might leave an hour earlier than last time, I was about the last to arrive before (out of those that arrived Friday).

OT: Since when were you in Portsmouth, Adam?
Bob Smith
S3 licensed
Moderator
Quote from Andreas B :damn Bob, u killed the thread :P

People were too stunned at me posting, clearly.

Quote from The Very End :Do we have ourself a beer competition coming up Bob?

With me, or Andreas? Hell, why not go all in, things can be more fun three-way...
FGED GREDG RDFGDR GSFDG