Crucially, however, they don't work *well* anymore. The basis was to create sets that weren't too stiff or over-damped, so the suspension could work and give you a softer, more controllable car. Some understeer for stability but not so much that you had an unpleasant drive, or got used to driving something that was too far removed from a fast set.
I think we've all been here long enough to know that progress reports happen when they do. In the meantime we don't need more threads trying to make conversation about something that hasn't happened.
OK, consider me in, but I'll have to meet you Saturday at the track as I won't be sober enough to travel down Friday night (free bar with work that day).
^^ Ditto. I saw my domains now point somewhere again but only some settings seem to be have been brought over so far (e.g. mail accounts exist but all mail ends up at the default account), and none of the web content itself is yet present. Progress at least.
Update: Sites are now back, can receive emails but not send. Nearly there!
Please keep at it Dean, I haven't had any emails for a week now, this bothers me far more than my sites being online! You'd think they would treat this matter with a little more urgency.
Regarding my web-hosting, would I need to make any changes with my registrar for DNS reasons? Realised I've not given you anything in ages, once it's back up expect another charitable donation your way.
Frankly I'd lost interest in updating it until the new tyres physics came along. However I don't think the devs are allowing tweak apps anymore, so getting my motivation back isn't the biggest problem if I want to respect their wishes, which given my position, I really should.
Nice to see the game is picking up. Wonder if they're still using my tyre physics.
It really wouldn't be difficult to add manual control, however some work to the gearbox simulation would be needed for there to be a point to all this. Assuming that this hasn't been added since I worked there, but since last I heard they still don't have a new dynamics programmer, I doubt it.
I think the model would be sustainable, if they kept cranking out good quality content. This would also reduced the appeal and desire to mod. Trouble is, they don't. That's the killer. LFS needs more artists... or maybe just one who releases their work.
Yeah it's a known issue even on Windows (though not as pronounced), I've got a good idea on how to fix it. Just need to get around to working on this again.
You sound like you're currently simulating the rotation of the drivetrain as a fixed piece. This is fine for normal conditions. When you need the clutch to slip, simply start simulating their rotations separately. Engine speed is dictated by output torque vs clutch torque, while the drivetrain speed is dictated by clutch torque vs the resultant torque generated by the combined longitudinal forces of the tyres in the driven wheels.
If you have more specific questions, just ask. I'll subscribe to this thread.
From testing in LFS, they decided just to add an undertray to the MRT6, and not the wings. At least, that's what I recall. The in-game car was never intended to be released to the public.
Intentionally. For the purposes of this comparison, rolling resistance and air drag are identical, thus while the acceleration figures given are too high, it will reduce them both by the (almost) same amount, so it's still acceptable to compare the differences between them, which is what we're interested in here.
If you add in an arbitrary resistance force (comparable to travelling faster), you'll see that in fact, the absolute acceleration benefit increases (albeit marginally), and the relative benefit can increase significantly.