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510N3D
S2 licensed
2% out of how many billions of people? Would be quite a handful i suppose But yeah i guess (hope) youre right.
510N3D
S2 licensed
Quote from JJ72 :I still think it's a bigggg serious joke.

no way people will really believe in that.

I do hope so but i cant help myself thinking that those people are for real. Kind of an paradox but i tend to believe that the more informations there are, the more evidence is available the more some people tend to deny the truth while at the same time trying to find any possible and reasonable exuse for an justification. Go and have an argue with some right wing extremists and you will find the same behaviour. Some people really do live behind the moon or deep in the woods or just never learned to make use of their own head properly. There must be a counterpart for everything right?

:doh:
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510N3D
S2 licensed
Quote from Forbin :Not a good example, IMO. The fundamental properties of the virtual world changed, not just the performance characteristics of the cars.

Ok now i get it, good point, but still i would find it rather interesting.

Not that it would change a damn thing which i have not denied at all
Last edited by 510N3D, .
510N3D
S2 licensed
i know, just for the sake of it maybe?

In real life times are also beeing compared (F1 for example) while the vehicles are changing every session and so it doesnt really makes sense (from my point of view) to keep the WR of a session that was like 10 years ago or so but it is for the sake of it as well (i guess) or simple to see how the difference really looks like, improved or degraded...

Or is that example not comparable?
510N3D
S2 licensed
I do remember Victor once saying that he might add a history of the wrs or something into lfsworld. Not sure if thats still the case.

On topic, i think that from my point of view, basically focused on oval hotlapping, that some cars are having significantly improved, let it be due to the updated setup changes (like the engine moment of inertia or certain other limitations or reductions such as life camber or suspension) and its effects or the tire behaviour (GTRs are a good example and the FO8 is close to half a second faster). On the other hand, with some cars (like the BF1) im still producing the same laptimes even tho i already updated & optimised the setups.

I think since the oval is a track with less interferences by certain factors such as curbs, short cuts at certain areas or heavy/ often weight shifts, its pretty good for an objectively comparation. Not saying that it might as well be able to apply on curcuit tracks while using the same car in both versions with a simular setup since thats a far more complex picture but nevertheless, a specific pattern has become quite visible for me and its giving me an idea about what to expect on curcuit tracks.

Suspension settings in combination with correct camber settings for example are much harder to adjust while at the same time the feeling is not only different but also the settings needed to get the same performance then in patch X are absolutely different. Im not that much of a freak when it comes to the very deep knowledge and so i hope this makes sense in a way.

But yeah i do agree with Forbin, a comparation doesnt really makes sense but only to see how much LFS has evolved within all those years. Preconditioned that the track layout itself has not been changed at some point.
Last edited by 510N3D, .
510N3D
S2 licensed
Quote from franky500 :there is a reason for the current list of servers called 500 Servers. The list is going down several times each day.

The servers are ALL servers of clients of 500 Servers. Recently there was an outage which meant many of my clients lost their server data. All the servers have now been re-installed for clients and by default were installed with the name 500 Servers so that they were at least running. The list of 500 Servers hosts will decrease as each individual client of 500 Servers changes their server settings and re-claims their server accordingly.

If it really is that big of a problem and they must be shut down, i will be happy to send you the server bills to do so in order to refund the actual clients of those servers that you demand be shut down.

Sounds reasonable for me popps. Just set the empty servers filter to "no", problem solved mate.

Quote from ajp71 :He's on the oval which might explain a lot...

rather not but your comment certainly does...
Last edited by 510N3D, .
510N3D
S2 licensed
Quote from AstroBoy :I belvie the question has been answerd, so the talk of downforce is more or less obsolete to the relevent questoin of "Has drafting been incorperated into lfs" which indeed it has, question answerd life goes one.

haha :doh: Funny, i found this thread was becoming rather interesting until you showed up. Thankfully youre not a mod and hopefully never will be.
510N3D
S2 licensed
Quote from evans :Actually you can upload any SPR as a hotlap, as long as LFSWorld recognizes the contents as a valid hotlap So REALLYREALLYFASTLAP.spr goes as well - LFSWorld will rename the SPR itself

yeah just checked it (any spr created with hotlap mode of course ). Thats strange because i do remember beeing in that situation while having a valid hotlap and i could not upload it. Im sure it was made in hotlap mode and also, as usual without any aditional software. Must had been for another reason i guess so nevermind eh
510N3D
S2 licensed
have you saved the replay using "2" or simple renamed it? Because as far as i know, only replays are valid for the lfs hotlap charts that are beeing saved and automatically named while using "1".
510N3D
S2 licensed
ah interesting, will do some day
510N3D
S2 licensed
Quote from Manute951 :Hi, first post, sorry if has been discussed, did´nt see.

I´d suggest to create an option in the menu to automatically switch the car trasmission type according to the car model. Very useful to people with G25 or with shifters.

I mean, we have 3 kind of cars:

1) shifter, with paddles

2) shifter with lever

3) H shift

Now you have to select them each time you change the car type, and even you need to change button assignments if you want to switch from paddle to lever shifter or viceversa.

Hope it´s a good idea.Thanks!

Hmm i dont really understand what you mean. I assigned the paddles and the shifter once and i dont need to change anything. In the options/ driver page at the gear shift type i enable shifter to make sure its been used while driving road cars and thats it. Driving the openwheelers or FXR/ XRR for example im just using my paddles without changing anything before (meaning the shifter in the options stays enable while its simple disable for the time using a car that needs/ requires/ is using sequential transmission).

Edit: ah now i get it, youre switching the shifter from H-gate to sequential? Nevermind then.
Last edited by 510N3D, .
510N3D
S2 licensed
ah sweet, never thought its that detailed already. Must be that im more focusing on the races then paying attention at such features Was about time that i get this straight anyway

Thanks for the correction
Last edited by 510N3D, .
510N3D
S2 licensed
Quote from Shotglass :you are

in your examples you have to take into account that the outside loaded wheels are the ones darkening the line the most



also i dont know if i still have the old lfs folder somewhere but back when i spent a lot of time drifting it had some rather funny looking rubber paths all over the tracks following my lines more or less

true, but still the inside tires remain connected to the road, meaning they are not floating or something so this would mean they will also leave some rubber. Taking 20 cars like in my example at least some colour change should be noticeable especially after a long race like this, right?

Also, does your drifting showed any evidence of a noticeable change of this darker area (or even a connection between the rubber and this area itself) at all? Meaning like explained in my example (moving from the very inside to the very outside or vise versa)
Last edited by 510N3D, .
510N3D
S2 licensed
ok never really payed attention on it tbh. The line is changing but only within a very small area, basically where its been placed at. If you have a look at the second picture then you will see the cars between the apex and this darker area which is where the actual ideal line (for this car) is and its been used by around twenty cars (number decreasing within the race for some reason ) and is not getting dark or even changing colour at all. But still i can see no evidence that the rubber and this darker area are actually connected.

Edit: this example would also mean, and im just guessing here, that this darker area would not change at any given track if people would take a corner at the outside (using a layout for example) and so this darker area would remain on the inside, untouched and not move to the most used outside line. Correct me if im wrong.
Last edited by 510N3D, .
510N3D
S2 licensed
Quote from Jakg :The dark part is built up dynamically from the lines of the replays you watch, racers etc.

It does NOT affect grip atm.

False, it just a rough idial line. Disable rubber and then press 4 in a spr or mpr. You will see that its just a texture placed above the track. Dont know what it has actually to do with the rubber feature but the only thing that is actually "building up" is the rubber itself, if only without any function yet.
510N3D
S2 licensed
Quote from Fordman :Thanks for the Bump on that vid, jeez that takes me back. Fantastic fun we had there, and aye it was Scawen himself. Alot came out of that event ( driver changes, quick click button to find your driver pair ) Scawen got fed up pressing Tab all the time to get back to his car.

Cya all around sometime

Fordie

I've just seen it myself and im quite sure you had some fun there. While doing so i have realized that i have obviously forgotten to put your name into the end credits. My apologizes for that. :duck: Guess i was more worried about getting this thing done to see the final product then anything else
510N3D
S2 licensed
you can also watch scawen in action if youre so desperate

http://www.lfsforum.net/showthread.php?t=34594

not that i want to dig out the "good old" stuff but...whatever
510N3D
S2 licensed
Quote from ianjcampbell :Hello to everyone !Got my new G25 yesterday but am having problems so any help greatly appreciated. Everything works apart from the steering !!I've tried it on PS3 and on PC but the same problem on each.In the Control Panel every button,pedal,gear shifter and paddles are recognised but the wheel isn't.Should the wheel calibrate itself when you switch on ? Mine does nothing.I'm thinking its just a faulty wheel but I may be doing something fundamentally wrong - any suggestions ?

what is the green light (right side) on the shifter doing? Is it going on/off constantly or is it constantly on? When its going on/off then surely the wheel axis has a defect somehow (or maybe the power adapter). Had the same with my first wheel, wouldn't work with pc and ps2.


1. make sure all cables are placed correctly into the back of the wheel

2. make sure the power adapter is correctly placed and also make sure (maybe with another device) that you actually get power out of the electrical outlet (sometimes they got a switch as well so make sure its switched on )

3. once connected and the pc is firing up it should calibrate itself, meaning the steering axis should go from left to right (or the oposite but that doesn't matter at all) completely while ending up in the center again
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510N3D
S2 licensed
Quote from Taavi(EST) :lol, it's weird stuff, tweaking the ini makes it go nuts sometimes.

Edit: Another Ini version for those who get black screen + a preview image.

setting EnableOcclusion from 1 to 0 made it work for me. Thats all it needed. So if you have a black screen try this before anything else.

As for the effects, well kind of like it, needs to be turned down a lot like in taavi's version but its still just *bling* *bling*
510N3D
S2 licensed
Ok, the only information about this track i have is that its 3 km long.

- track dimensions such as straight and corner width
- corner radius and radius changes
- banking angle and elevation changes

..is what im missing so i have actually no idea how to explain it to you correctly but i will try it another way:

If you go into a turn then you will see that the more you go to the inside the slower you will get (because of the increasing angle?) but the more time you will save because the distance compared to the outer lane is much shorter.

Now using a proper setup will help you to compensate the steepness up to a certain point and to get a better balance between gaining time and losing speed.

The red line which forces you to switch lanes throughout the turn is pretty much useless i guess because you will already lose more speed by turning in then you can gain while turning out again. But if you have a look at my line there you will see that i do already make use of that radius change by going slightly to the inside just before the end of the turn and then going wide right after again. Thats simular to what the red line does but not in that extent and more efficient, at least according to my experiences.
510N3D
S2 licensed
Quote from tvpro :what program is used to display bestlines?

http://www.lfs.net/?page=analysers

Looks like he is using F1PerView but its been a while since i used it so im not 100% sure.

Quote from LiveForBoobs :Wow thank you guys for all the help. Thanks 510N3D for watching the replay. I never thought the oval master would actually come talk to his apprentices xD Thats really useful stuff. Ill try to take that all in mind next time i pick the combo up.

Also theres another thing i dont get. Which is this:
The image shows the turn before the clock starts. So the objective is carry as much speed as possible.

Shouldnt the red line be better? Since its the straighter one? Blue line is the WR one.

Cheers

Thanks but im not a master but more a oval junkie. Im doing it for fun and everything else is just resulting out of my passion for it

Anyhow, youre right, the reason behind going wide at the turn before the hotlap is that you don't need to steer that much the wider you go and therefore can keep more speed throughout the turn and because of that take a few more kph along for the start/ finish straight. You see, having a fast outlap is just a waste of time so why not give it sense somehow and use it for the actual hotlap.
510N3D
S2 licensed
Quote from Dac :not only on the exit as people have said but also on the entry he has you. he will have better braking since he is straighter. if anybody has seen the vids of why schumi was so fast even when he's slower into the corner his car is able to maintain a higher average speed througout the corner because he came in a little straighter and a littler more balanced.

Sorry but where do you need to brake exactly on this track? Also, in which relation is "straighter" meant to be?


As for schumachers cornering technique, i also dont really understand the realation for this particular topic but maybe you can enlighten me since i've never have seen him driving on the oval (at least not a complete lap)

But, a while ago i've found this somewhere:

http://www.youtube.com/watch?v=Uk2p2nRK-p4

maybe this is what you've meaned (somehow)?



Anyway, on topic, LiveForBoobs (), i guess its just down to practice and how well you know the track/ car combo. Im not going into details regarding setups and stuff but after watching your replay i can give you a few tips:

- dont force your car too much, steer as less and as smooth as possible, keep corrections at a minimum

- make use of the track, go as low as possible into the turns and as smooth and wide as possible back on the straights again

- timing is very important, get a feeling for when you need to steer in & out again because if you enter a turn to soon or too late then you will lose speed; leave a turn too soon or too late and you will lose speed and momentum

- im trying to feel where the setup wants me to lead the car to and then i just keep that line until the next "turn in point" approaches

- speaking about the ideal line, there is the general ideal line (if i can call it like that (im not talking about the line you get when you press 4 because its the AI line (while it can give you quite an idea about the actual line indeed ))) (meh) but each setup or vehicle will need a different approach for each area on the track and so the best line is dependent on your setup and the way you make use of it
Last edited by 510N3D, . Reason : just for the sake of it
510N3D
S2 licensed
why would you want to compare it anyway? Its not even finished. Not to mention that i highly doubt that there are any "free" simulations out there and if so then i believe that the quality cant be that good to be even considerable for a comparison. Shrug
510N3D
S2 licensed
Quote from M0RFIUS :Im just installing Project Torque so ill review it against that..

Project Torque? And whats next? Need for Speed or Super Mario Land? Schwitz
510N3D
S2 licensed
ok, while i do agree on the 98% and the quality of most of those threads i was mainly referring to the remaining 2% which are mostly having an actual and reasonable background. There, every now and then the same trolls appear while working with the same absurd comments.

Anyway, bottom line is that i just cant stand it when things are beeing downplayed just like i cant stand it when things are beeing overstated.
FGED GREDG RDFGDR GSFDG