If SP waits during initialization, there's two possibilities:
The paquet SP sent to LFS never arrived to LFS.
The paquet arrived to LFS but LFS ignored it and doesn't send the answer paquet SP is waiting.
If 1, desactivate all your firewalls, or check port numbers.
If 2, check if LFS is really listening at the port set with the /insim [port number] command. When you press the initialize button, you should see the following message in LFS: "InSim - UDP : Sans Plomb 2.0 (port 801)".
Please trash this thread now, all these worthless fights for points of view about a single car release make me sick
The only thing useful to do is to wait, nothing else can erase frustrations, so no need to talk about it.
I'm playing with the CAR_info.bin files feature of LFS. I already made successful works with suspension data contained in those files.
Now I'm working with aerodynamics and I found something interesting when I tried to get aero results matching LFS's ones:
What LFS says about aero forces for the FBM with default setup at 60m/s windspeed:
Rear wing:
Lift= -859 N, Drag= 202 N
Front wing:
Lift= -753 N, Drag= 122 N
Undertray:
Lift= -1440 N, Drag= 360 N
Body:
Lift= 0 N, Drag= 720 N
Total lift= -3052 N
Total drag= 1405 N
Now here are my results:
Rear wing:
Lift= -1673 N, Drag= 184 N
Front wing:
Lift= -1804 N, Drag= 165 N
Undertray:
Lift= -3456 N, Drag= 576 N
Body:
Lift= 0 N, Drag= 900 N
Total lift= -6932 N
Total drag= 1825 N
I'm quite puzzled with this, but the bin file format doc says:
OK my values seem to be correctly calculated but so much difference...
Does someone already experienced this?
Did I made a mistake?
Is LFS wrong?
EDIT: yes I made a mistake
Last edited by Bogey Jammer, .
Reason : problem solved.
Personnally I harden the springs until the car is too uncontrollable, it depends on the track conditions too, so an unique spring frequency per car for every track is not suggested. Furthermore the correct term is "natural frequency" which seems to be calculated without dampers interaction.
AFAIK the high spring freqs noticed in elite competition cars are due to the pilot's alien skills, and compensation for high side wall dimensions effects of the F1 cars for example.
The best way to work with MoTeC interpreter for LFS is to convert a .raf file to a .ld file.
Actually it is possible, but to activate the pro-mode into this file (in order to enjoy the great features of MoTeC interpreter :razz, you have to hack this file structure.
I contacted the Rfactor motec plugin creator and he told me that since the rights about this file structure are not clear (officials from Motec corp don't want to talk about it), he won't give the file structure and Motec use in pro mode for LFS should be home-made for personal use only.
Yes it looks quite good, seems to use the same basics as the V1 kit. Just one sun, probably an hemi lamp, specular desactivated, a simple background image.. but about the rims I don't know exactly, they are textured but I don't see clearly what are the other settings. They are nice rendered anyway.
The scene is fine tuned and I agree that it's quick to render but you have to admit that there's a lack of shadows. There's almost no depth on the car. That's the price for a quick render.
There's not any magic in rendering. If you want realistic results you have to wait longer. Sometimes I waited 80 hours to finish some renders. But you can still tweak a scene to deactivate some parameters or to replace them with another less greedy.
The V1 kit uses cheap features like an hemi light, a simple sun and simple materials.
The V2 kit uses ambient occlusion, a reflective floor an glossy material for rims. All of these are very thirsty.
You can do everything else but working with Blender another project.
I feel the rendering speed slows down if the render window is minimized but I don't confirmed it yet.
Nice render BTW, the V1 kit suits well the background image with the big white specular shades on the cars. According to the image shadows, the light source seems to come more from the upper-back direction.
If there's no option to render with GPU, it's probably because it's impossible (or too hard to make it compatible with so much GPU species). Most of renderer don't do that (actually I think no one does that).