The online racing simulator
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Flying Squirrel
S2 licensed
Yes.

It's somewhere down in Brazil right now, most likely with someone going vroom vroom, beep beep behind it.
Flying Squirrel
S2 licensed
Is there a "gift" option like other countries where you can bypass local fees/taxes on shipped products?

USPS Express mail is $164 shipped to Brazil. They have standard Priority mail for $114, but there is no tracking or much for shipping info. I generally only use Express.

You seemed pretty spot on for shipping costs. Still, it beats $600 US, lol.

I'm aware of the cost of technology in your country. I don't know why they do it, but whatever...just insanely expensive.
Flying Squirrel
S2 licensed
Hmm, I may just throw this thing up on Ebay. They seem to sell pretty easy up in the $225-$250 range no problem.
Flying Squirrel
S2 licensed
Small add:
$200 US + shipping to anywhere in the world. I use USPS for international, comes to around $40 to $50 US or so for things I've sent in the past.
Flying Squirrel
S2 licensed
Ah, so it works perfectly then, lol.

Ok, so the shifter works fine.

I that case, I'm selling it for $200.000001 + sh
For Sale - Logitech G25 steering wheel
Flying Squirrel
S2 licensed
I'm selling my G25 wheel. Yeah, I know, , but I just don't use it all that often, maybe once a month. I may eventually buy another one or something else, but right now, it's just taking up space and I'd rather have a couple hundred extra in my pockets.

I bought it on Ebay last October, a refurbished unit I think, decent price for the time. The wheel, shifter, and pedals are all in great condition.

The only problem is that the shifter doesn't switch into sequential mode. You can turn the knob, but something is not hooked up right inside and it goes half way, shoves the shifter down into 4th, and locks up. It came this way to me when I first bought it, but I've had no need to open it up and see what was wrong. Heck, maybe I'm just doing it wrong, lol, I don't know. The H-shifter works fine, and the paddles are used for the Formula cars anyways.

I think I paid $265 for it when I got it back in October. The going rate right now seems to average about $250, + or -. I'd like $200 + sh which seems to be a competitive rate for used ones selling now on Ebay. I figure shipping will be around $15 or so.

If you want pics, I can take a few if you want. Except for a little dust collection, it's pretty close to new condition. Don't worry, I'll clean out the dust bunnies and make it look sparkly before I package. I also have the original box, documentation, etc. for it too and the box will be shipped within another shipping container.
Flying Squirrel
S2 licensed
I don't really find the diff setups a problem. If that's the way people want to address tuning, super. There really is no "wrong" way to set up a car. It's really whatever works for you. The diff is one approach to this. Locked can work for certain situations. It just depends on what you're trying to achieve.

I've generally preferred a viscous diff because it's a little less intrusive on handling. The clutch type is more stable for drifting though. I personally don't like high coast locking because it can introduce excess understeer and difficult steering with my particular setup. I could modify the setup to work around this or even favor this behavior if I wanted. This is part of the process. As well the settings will vary depending on track, corner sharpness, the amount of steer in, and throttle given. In the end, you're simply stuck with a best fit and something that works well for you.
Flying Squirrel
S2 licensed
It's hard not to call it a racing simulation. This is the goal of the design. The developers approach the project with a simulation in their minds. They give us cars, tracks, and good physics. However, they don't control what the end user does with this. The game is a simulation, even if the game play by the end users may not be focused in this way.
Flying Squirrel
S2 licensed
Racecar Engineering had an article some time back that discussed differentials and their effects on a car's behavior. Their example car was some race prepped Porsche, modeled up in some software (not sure what specifically) and was presented some basic inputs like steer angle, torque load, speed, etc. to provide some mid corner state. From there, they discussed various effects different preloads and locking behaviors would have on the car's balance (understeer/oversteer) and maybe some side-effects. The article was a bit complex in explanation. However, the gist of it was diffs are complex, not in their behavior but rather in their effect on the car. Essentially, the proper diff setup was very dependent on what was going on at a particular time. If you changed throttle level, accel/brake, changed steering angle (changing tire loading), you get very different results and different differential needs to maintain a neutral balance. In the end, you sort of make a best fit setup that was tailored to track and driving style as best you could and leave it at that. There are some basic behaviors you can control through adjustment, but most everything is a trade-off of one thing for another.

You guys argue about locked diffs and high locking and preload, but in reality, it's perfectly fine as long as it creates the desired resuilts. I'm glad some folks love it. I hate it, lol. I tend to tune my setups through spring/dampening/brake bias rather than trying to fix an imbalance through the diffs. Then again, it's all driving style and certain diff setups and certain suspension configurations will suit certain people better. It's just another tuning option.
Flying Squirrel
S2 licensed
Another note. You'll find different tire widths used in real life as well, wider in front for fwd cases. Changing tire/wheel sizes is not something currently implemented in LFS as a normal feature. Changing to different tires can provide different grip characteristics. Similar goes for camber as a person can run excessive camber angles to limit or maximize the contact patch. Air pressures too influence tire and car behavior.

The physics of LFS is quite good, more so than you initially realize. However, like Scawen said, it is generalized. There's only a certain level of detail that can be implemented with so much work. I'd personally love to see an expansion of surface types as well as tire compound and tread choices more akin to what is experienced and is available in real life, but I wouldn't expect such a level within LFS at this time in development.
Flying Squirrel
S2 licensed
The whining about these clutches is way overrated. I have no clue specifically how these clutches are implemented, but it just isn't that bad.

In real life, you will have a lot of variation as some have pointed out. Some stock configurations can happily take one redline launch after another while another car may be unusable after one or two until things cool. It depends on how beefy the manufacturer made the clutch system relative to the car. It could be that the LFS cars are running some sort of ceramic sport clutch. Who knows. It's very similar with brakes. Stock organic pads overheat easily. A simple step to ceramic drastically changes the capability.


Having driven real cars for some time, having been raised on and owning manual transmission cars, and having done some sport level driving in real life as well, I see no real problems with the LFS system, nothing that screams fix me. I'm sure people could argue one way or another about heat up, dissipation, wear, etc., but in reality cars vary a LOT. We can't exactly pick one, exact configuration and say it's perfect. We just aim for something in the middle and call it good enough or at least a relatively accurate representation of the real thing. You can't expect much else without breaking down every single LFS car into it's parts and essentially engineering each car from scratch with a particular goal in mind like real manufacturers do when they build new cars. That just won't happen in a game environment. There are no design goals, budgets, material choices, and build specs to each car.
Flying Squirrel
S2 licensed
Have him play it. Either he likes it or he doesn't. He has free reign to choose what he wants to play. As long as he's aware of its existence, he's fine. One day he'll mature and settle in like the rest of us.
Flying Squirrel
S2 licensed
First time I got to run the new patch was yesterday.

I may be a little biased having owned a "proper" wheel/3 pedal/shifter setup unlike a good portion of you. Then again, I may be biased because I was raised and drive manual cars in real life too, unlike a good portion of you.

The clutch system, to me, seems very much fine. I see no real problem with it in terms of realism or behavior, nothing that screams change it. It really does take blatant abuse to have problems. Even simple flat shifting doesn't seem to get the clutch overheated. It takes a good bit of me driving around like I own a CVT transmission to get the thing hot and slipping. I basically have to do things that I'd never do in real life because I know it would destroy the clutch in order to destroy the clutch in the game.
Flying Squirrel
S2 licensed
Nice post.

I think people don't realize how many people here are probably younger than 15-16 years of age and with no real world driving experience. Even if they are old enough, a large portion of these older people have also not (or very rarely) driven a stick. Couple this with the complete lack of "feel" that would exist in a real car, I can see why many people just have a hard time with this new patch.
Flying Squirrel
S2 licensed
Ditto on the in-car animation comments for the Devs.

Nice movies.
Flying Squirrel
S2 licensed
A common saying but always true. If you want a car to go faster, you have to fix the driver first. Unless you're beating track records, you still haven't gotten the speed out of the cars yet. Even the lowly UF1000 is fast if you're driving it at its limits. I'll simply say there's a difference just driving fast and driving on the edge, and if you're not on the edge, everything will feel slow, even at 300mph.
Small poll - Supers back on base cars
Flying Squirrel
S2 licensed
Ok, I'm just curious what you guys think about this. This has always bugged me since the Devs dropped the ability to run Supers on the GTI/XRT cars. I have always thought of these cars as superior to their higher powered counterparts in tight, twisty courses(mainly auto-x), and in many cases, they could out run their heavier siblings. However, after limiting them to only using Normal tires, they just don't compare. I rarely find myself even driving these cars anymore because they don't have an advantage now.

I know there's the arguement about if Supers or Slicks were available on every car, people would run it. Sure. That's the case because the tracks are yet to surfaces complex enough to take advantage of the tire types. We have yet to worry about dirt on the road surface or rain or cold weather that would compromise the higher gripping tires. However, in the real world, even a person running the tiniest, slowest car can go out and buy R compound tires. Even in competitions, there is only limitations on R vs street tires, and there are many classified street tires that would be comparable to the Supers.

I could see it as forcing car classes and to further seperate the car groups, but I find this disturbing. I think of it as the wrong approach. Certain courses will favor certain cars naturally. There's no reason to force the issue with tire limitations.

I guess this is sort of a gripe/plea to the Devs to re-introduce Supers to the base cars again, just because Joe Shmoe can go out to his local tire store and buy a set and throw them on his crappy car and in many racing events, it would still be a "street" tire as long as treadwear ratings were sufficient.
Flying Squirrel
S2 licensed
It's a good start.

By the way, what kind of wax do you use on your cars?
Flying Squirrel
S2 licensed
Quote from theirishnoob :power sliding is easy , drifting is hard

I'm with theirishnoob. There's a difference between sliding sideways and driving sideways.

By the fwds can drift just fine. They just are limited in usable techniques. fwds can drift, rwds can drift, awds can drift, bikes can drift. It doesn't matter. The principle techniques and actions are identical. The powertrain only affects on-throttle behavior. Off throttle techniques like feint, braking drift, or e-brake work the same way on any powertrain.

When are you good at drifting or driving is when the car does exactly what you want it to do...all the time. Grip or drift, you're on a racing line or a squiggly one, lol, but it's one you follow precisely, straight or sideways.

It's kind of fun when you can drift an entire course and beat your previous grip and drift PBs. It's a good sign that you're keeping the car tight and on the line and really pushing hard.
Flying Squirrel
S2 licensed
Quote from Bob Smith :Aha, mvw2 from RSC IIRC?

/OT

Yes?

Flying Squirrel
S2 licensed
Racecar Engineering had a great article covering LSDs. If you can find the old December 2004 issue, it would be good to read over it a couple times. The understeer/oversteer characteristics depends on your driving style. There isn't one universal best setting unfortunately. However, it's good to know what settings creat what end effect and be able to tune with it.
Flying Squirrel
S2 licensed
yes, who?


lol Kaley EST, your avatar's hilarious. ...got a good chuckle out of that.
Flying Squirrel
S2 licensed
The FF is oh so improved with patch T. Shotglass hit one point well, lag time went to zero. In the past, I always felt the FF was behind what was actually happening in the game. Now, it seems dead on. As well, there's a lot more feeling of the road. South City is a good example as it's quite rough and with a good amount of bumps and elivation changes.

There's so many little details that come out now. If you go over a bump, you actually feel it. You can better feel the car's weight shift around. I got air born on SO Long Rev down the hill at the end of the back straight running the FZ. It felt like I was actually in the air, never experienced that before. Bounding over bumps, curb strips, or even the pull of the g-forces on the curve under the bridge right before the finish line. All those little things are actually there now. I was thouroughly amazed at the improvement.

Axus, I'd definately check your settings.

In Windows, I run Overall Effect Strength at 100% and both Spring and Dampener Effect forces are 100% as well.

The Spring and Dampener Effect levels are for effect types. It's not an adjustment for a spring rate and dampening level of the wheel. They're just two very general categories of effects. You put one down, you lose some of the FF effects associated with that category. You can of course fine tune these, but I just leave them at 100%. They affect LFS some but not a lot. I think other games may be more greatly affected by these settings.

Check(enable) Centering Spring effect but set it to 0% It's to get around a problem in the software. With it unchecked(disabled) there's a deadzone area at the wheels center that gets created. In this deadzone, there is zero FF effect. It's not greatly noticable, but it is there and can be annoying. Enabling this Centering Spring effect gets rid of this deadzone, so there's no FF empty spot at the wheel's center. Then you set it to 0% to effectively disable the effect. In real life, there are no centering springs. Car's naturally center through inclination and caster settings...exactly as they do in LFS as well. Just don't use it.

In LFS, I run Wheel Turn Compensation or Steer Center Reduction as it used to be called at 0. This is LINEAR movement. The higher you set that, the less linear and more progressive the wheel becomes. You get little in game steering around center on the wheel and a whole lot of in game steering near the extremes of the wheels turn range. Again, this can be toyed with for effect. You can gain a lot of precision for light turning angles by using this. However, I personally like it completely linear, so it stays 0 for me. I've played with it in the past. I actually used it for a FF joystick, as it was basically needed to make the joystick usable without MASSIVE oscilation. Joysticks don't have much mechanical dampening so the FF can really get out of hand easily. You either had almost no FF or basically uncontrolable around center. Steer Center Reduction allowed me to set a decent amount of FF strength AND have a joystick that was actually controlable around center. After I moved to a wheel, Momo Racing, I found this setting to be quite useless for that benifit, and it went to zero.

To control oscilations, I simply limit my overall FF strength in the game. At some point, I begin to get minor oscilations around center, more of just minor twitchiness really, nothing remotely violent like the FF joystick. I actually find I run my FF strength a good bit below this level as I find the wheel's FF effect overpowering above a certain point. I actually seem to be fighting the wheel's FF more than just feeling it. FF Strenght too high, and it turns into a wrestling match. As well, you seem to lose the variation between light and hard forces. All forces kind of become hard forces as most everything is transmited near the wheels maximum attainable force.

For setting in game FF strength, you kind of have to find that point where you get a good amount of FF feel but not to a point where it's overpowering. And, you need it to still be light enough as to differenciate light effects from hard effects. The wheel itself is only mechanically capable of so much force. To can't get higher, so you remain lighter to create a fuller range of strength levels. As well, you'll find yourself changing FF strenghth as you change to different cars. A "proper" FF strength with a GT will be different than with a Formula car or LX car. For example, the LX force feedback is very light compared to the GT Turbo. I usually up my FF strength to about double that of my GT Turbo level, just to create a similar amount of overall force in the wheel.

Anyways, play with the settings. The FF in the game is really quite impressive. It was good before, but with patch T, is very, very good.
Flying Squirrel
S2 licensed
I guess one note to those who are comparing LFS to real life is to consider tire pressure and tire construction. A lot of performance tires can run well into the 40's and 50's for pressure(psi), yet I see a lot of people who run very low, dangerously low in real life, tire pressures. How much tire deflection do you get when you run 20 psi in your real life car's tires. Pretty bad I bet.

Also consider tire construction. Are well looking at a single ply sidewall or double ply, any particular reinforcement or the lack there of in the tread area? Was it built for 35 or 51 psi? What compound(s) was used as well as what carass shape. It's not so simple as we're looking at a tiny selection of tires in LFS and trying to compare them to 200 different tires in real life, either randomly picking ones that match well or behave very differently.
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