If you drive everywhere flat-out, yes. But if you moderate the throttle so that you don't overload the clutch (or use it less often, if you don't have variable throttle control), the clutch will cool back down again.
Having experienced a few knackered clutches in my time, it seems to model what happens with an overheating or worn-out clutch pretty well.
True: very, very few modern cars don't have rev limiters. In fact, I can't think of a road car you can buy in the UK today that doesn't have a rev limiter. You can almost always reach it in at least the first three gears, though - rev limiters are mostly set quite low these days, to avoid damage from excessive thrashing. The exceptions, I guess, are smaller-engined cars such as the Ford Ka - which didn't want to get too near its rev limiter when I tried
Plenty of older, cheaper cars don't have limiters, with an early Nineties Ford Fiesta coming to mind. Certainly all of the cars in LFS now should have rev limiters, though, and all of them... With the possible exception of the UF1... should be able to reach them.
You have, then, tested the clutch heating simulation solely in a car which you had never driven without it, and a car that also happens to have a very weak clutch. Not to mention a sequential gearbox, so what you're using the clutch pedal all the time for is beyond me... That doesn't seem a very fair test, and, having driven all of the cars with the clutch heating simulation, I don't think it's as inaccurate as everyone seems to be saying.
The reason the clutch temperature bar is 'long' - actually, I think it's quite short, but it needs to fit in the F9/10 menus - is that the clutch isn't simply 'working' or 'not working'. Once the bar has filled enough to be coloured red, the clutch starts slipping, and then proceeds to slip more and more easily until the bar is completely filled, at which point the clutch is completely incapable of engaging. It's a dynamic system, which runs from very little effect at the point at which the bar goes red, right up to an immobilising effect when the bar is full. If anything, the bar should be a bit bigger, so we have more idea how much heat the clutch can deal with before it starts to let go.
The big thing you're missing here (although I do support the view, in principle, that keyboard/mouse drivers are undermining the realism of the game, as are non-FFB wheel users) is cost. It doesn't cost anything to us for the developers to make the game as realistic as they can, but it does cost money for racers to have 'wheels. The developers can't force us to pay for realistic controllers, but they can make the game as close to true racing as possible for those who do want to pay for 'wheels.
Making the game unusable without a 'wheel would remove a huge amount of people coming into S2. I for one bought my DFP purely because of LFS, but there's not a chance I would have done so if I couldn't have tried the game out first, and nor would I have bought it without being able to try S2 first. The 'issue' of keyboard/mouse drivers does seem, I'm afraid, unsolveable.
I'm in agreement with this. Over a longer race (in X10), the FZR seems to be used very little, because it punishes mistakes more than an FXR or, to an extent, XRR would. I think it being rear-engined, and thus inherently more dangerous to drive than the other GTRs, does make up for its extra speed. Yes, it can be used in a hotlap scenario, by a mediocre driver, to get better laps than a fast FXR driver - but that's not to say the average FZR driver could get that laptime over and over again.
As I see it, the FXR (in X10) is slower because it is easier and more forgiving, and the XRR is slower than the FZR because it is more manageable. Both of the latter are quicker than the FXR because both are a lot harder to drive consistently. This sort of setup seemed to reward those who took the time to learn the FZR fully, while allowing less experienced drivers to run alongside them in FXRs. Now, with the FZR's handicaps, there's the possibility of those FXR drivers being able to beat more practiced FZR drivers, which doesn't seem to be the way it should work.
Actually, if any class balancing is to be done in GTR from X10, I reckon it should be making the XRR slightly faster. It's a lot harder to drive than the FXR, but doesn't seem to be sufficiently quicker to make up for it.
I agree entirely... I have to say having the FZR running a different gearbox to keep a class balanced seems to defeat the point somewhat - as it's clearly not in the same class any more. It would be interesting to have a poll and see how the numbers of people preferring weight balancing to gearbox crippling, but I'm pretty sure most people prefer the weight option.
Having an H-pattern gearbox in the FZR feels so unrealistic that I will probably resort to setting it to automatically clutch itself, which is a pity. A car like that would be extremely unlikely to use an H-pattern, and in the same class as sequential dogboxes? Much as I don't like to criticise, one must in the pursuit of perfection, and this just feels wrong.
The odds just seem stacked against the FZR now - lower rev limiter, slower gearbox, and to top it off the turbo lag in the other two is vastly reduced too.
True, in a race car you would most likely have a separate ignition switch - which may use a key - and then a starter button. However, this would mean having different configurations for different cars, which may get confusing. Seeing as the road car system is that with which most people are familiar, that's what we get.
There is also the point that when a race car has been stalled, you would usually have to turn the ignition off and back on again - or perhaps override some switch or another - to be able to use the starter motor again, and this would be two actions, so we might as well keep those two on the same button to simplify things (not to mention removing the need for two configurations for different cars).
Yes, it should. But I doubt you can turn the ignition of a Formula One car back on again after it has been turned off, for safety reasons, and so LFS currently doesn't allow us to turn the ignition back on either, never mind try and use a non-existent starter motor.
It's certainly worth noting that the clutch pedal (I've tested it on my DFP using the brake axis as a clutch) has no free movement whatsoever, and full clutch pedal depression is right on the biting point of the clutch. This means that anything but full pedal depression is resulting in the clutch being partially engaged, and so it feels somewhat different to real driving. This, EeekiE, might be where you're finding difficulty adapting to the clutch control needed, in that there's no free play in the clutch whatsoever.
However, I do think that the clutch engages rather too quickly, and as this doesn't seem to be different between cars (the only difference is how well the engine copes with it), we have a clutch in a hot hatch that is just as twitchy as one in a stripped-out 500bhp race car. Which strikes me as odd.
Smell-o-speed is something to be considered for S3
EDIT - Actually, something that's just occured to me - to engage a gear from neutral in the BMW Sauber, you now have to depress the clutch... Is this intentional, or a quirk of the new clutch system? This wasn't the case in X10, so I'm just wondering.
No, because you don't use one key for turning the ignition on, and then another for starting the engine
In every car I've ever driven, you must turn the ignition key back at least one stage - usually all of the stages, right back to Full Off, so the car can reinitialise any electronic systems - for it to be possible to use the starter motor again. This makes two actions for for turning the engine back on after a stall, and so we must press I twice. Personally, I think it's a nice little touch of realism.
No, it's more to do with the automatic clutching system in the BMW Sauber - I've realised exactly why this happens now - it seems the car's electronics will not engage the clutch (and you can't force it to do so, seeing as it's fully automatic and all we can do is disengage the clutch with a button/pedal) after the engine has stalled until it's manually restarted: hence jump starts can't be done.
This looks to be modelling the ECU intervening. Having realised that you're an eejit and have left the car to stall, the ECU (on most cars) will start to open the throttle to save the car. However, it usually can't catch anywhere near as big a mistake as we can get away with at the moment so the modelling is still quite inaccurate.
But hey, we're criticising a brand-new feature pretty heavily here. It's not too shabby for saying it's only just arrived on the scene
^ This one has already been covered in the main patch release thread, you need to rename your setting files from the full car name as a prefix to only the three-character car code as a prefix.
So, in 'settings', your setup named "BMW SAUBER_Development.set" would be moved to 'setups' and renamed to "BF1_Development.set".
This is more to do with Interface than Physics, I think
And I got beaten to it.
Let's keep it on topic, guys, rather than taking the piss out of other people's pedal-stomping
Personally, I think the clutch modelling is pretty well done, as is the engine inertia.
My suggestion, though, is that the engines are far, far too difficult to stall - something like the LX4 will never be able to pull itself away at 400rpm with the clutch fully out, but it does at the moment
Also, the new rev limits are set a little too low for my liking - I still believe making them customiseable is the way to go here - and the sound of the engine against the rev limiter is now, how shall I put this, somewhat horrible. It also seems that the volume of the air intake is drowning everything else out against the rev limiter. Not a bug, at least not that I can see, but hopefully something that can be ironed out before the final release.
EDIT to Blackout - Seeing as, as far as I know, it takes compressed air to get a Formula One car going in the first place, you're lucky you can restart it at all This may be woefully outdated or inaccurate information, by the way
Sam
Last edited by Dark Elite, .
Reason : Labelled comment
Anything which takes the emphasis of LFS away from racing against humans is losing the intent of the game. Cruise servers themselves use this idea in a different way, and this too is against the original purpose of the game. I really can't see development time being invested in something like this, to be honest.
But you could always try and find a way to do it yourself
Yes, there is. Set your wheel's rotation to match the ingame wheel's rotation. This results in absolutely perfect matching between the physical wheel and the onscreen one. If it isn't too much of a technical issue, maybe this could be implemented, but I can't see a whole new option sprouting up just because one person doesn't like the way things are done now.
I think it's more likely that we will be able to customise the replacement LCD screen that we already get when the wheel is removed in a single-seater.
Excellent, I've been waiting and waiting - well, haven't we all?
This list of updates looks simply fantastic, a lot of little things that have been annoying me have been fixed - even though I'd never have thought of ways around them. Great work, guys. Downloading now
Perhaps, then, clearly not having read the LFS Manual, you should acquaint yourself with as much knowledge of the game as you possibly can before criticising it.
Quite apart from that, almost all of your suggestions have been seen before, and as has been said already, you should have thoroughly read the Suggested Improvements Log before posting this - if at all.
Much as I don't mean to sound hostile, I'd like to point out why you've received what you might call a negative response to this thread.
Yes, they did, it was after a Mercedes ran off the track in the 24 Heures du Mans and hit a large group of spectators. The rest of the world mourned, Switzerland banned racing outright, and subjected everywhere to its blanket speed limits. I think this is still in action today, and the Swiss Touring Cars used to have to run in Germany and Belgium - not sure about now.
As for the topic at hand, the only argument against adding something like this is that people with lower-spec machines don't need to give their systems anything more to process at once - but you can answer this by attaching it to the LoD setting, so that those with powerful machines can get the immersion, without hindering those without. Why not? +1
dpcars is taking words out of my mouth here. Probably the biggest point I'd like to highlight is exactly what type of controller you're going to use for a bike. You need a clutch handle, a brake handle, a brake pedal, a gear 'pedal' that moves up and down, handlebars that rotate, a throttle that rotates, and the ability to lean without falling over. I just can't see it being viable - maybe there's a very good reason nobody markets home bike-simulator controllers?
Why would it be like a Spyker GT car in particular?
Anything else aside, a GTR version of the RaceAbout would only serve to detract from the original car's appeal - as there's something better to go on to, but with the same sort of theme. At least, that's my Mystic Meg prediction for the day.
That reinforces my point somewhat, if a connection that takes fifty-ish hours to download 120MB is capable of racing against a large field, I really can't think of any reason why anybody with a connection who has the game can't play online. If your connection is down for some reason, go practice until it comes back up again... Without AI in your way.
To be honest, I just don't think that this is a meaningful addition to LFS. It is centred on being a real racing simulator, and you cannot simulate real racing with computer-controlled opponents. Simple.
One of the wonderful things about LFS is that it requires very little in the way of connection speed to play online - in fact, it is the most tolerant online game I've ever seen as far as slow connections are concerned. If your connection was sufficient to download it, your connection should be sufficient to play online - but if it isn't, for whatever reason, LFS just isn't for you...
You have to consider the impact that taking emphasis away from online racing would have on the community, too.
It's occured to me that as the speedometer works from the drive wheels, even if you can stay perfectly still (which I doubt), you're probably still going to get done for it
EDIT - Actually, I've just tested a Formula V8, and you can do it. It was moving forwards a little, but it could go about a foot before I got the penalty. Cool.