Maybe, but I'm not sure about that, as far as I understand carcass is a more general term, for cord I've heard names Steel-cord or tire belts. But even if this is true, how exactly will this affect the current tire physics?
There no change in grip after layer of rubber that goes to the metal cord, what should be felt. Normal road tires, semi-slicsm, and slicks, all of them have different types of cords, and i do not see any deferense between all tires in stiffness e.g. from side deflections.
"Just to say for now that a tyre model may be broken into:
- carcass model
- tread model
- friction model
The carcass model is about how the tyre's structure and pressure affect the output forces depending on the state of the wheel. I can use my simulated tyre carcass (non-realtime) to see how some of these forces vary. I've been making changes to the in-game realtime model to more closely match the simulated tyre.
I don't claim that the simulated tyre is an extremely accurate model of a real tyre but it does give an insight into distortion and deflection and how that changes with tyre proportions and pressure."
Interesting information from the Scawen, but it seems that the cord is not implied in the tire physics at all, or is it somehow included in the carcass model. But on the current version of tires it is difficult to notice.
In my opinion, the lack of cord in the tire is the main problem of the current tire physics, both physically (because there is no difference in the deformation and bending of the tires, between different tires) and in their dynamic parameters such as an unreliable ratio of temperature\wear\grip relative to constant heating by friction. Why does temperature\wear\grip depend on the cord? I may be wrong but as I explained above, with the help of the graph, in my opinion, unreliable decrease in grip relative to the constant heating of the tire is caused by the lack of cords and its parameters of a dramatic drop in grip on the real tire when the layer of rubber ran out. And since there is no cords in LFS we have to simulate its properties through simplifications in the form of not quite correct temperature-grip properties.
It may not be so important for racers because they do not want to drive the tire above the operating temperature range in a first place. But for example for drifters, these parameters are extremely important, and all drifters know about the problem of rapid loss of grip at high tire temperatures in LFS.
I would like to hope that this will be fixed somehow in the new tire physics.
I would also like to hear feedback from the racers about the physics and how the car is controlled, and also from those who drove in the GT4 class in any simulators.
Changed stock setups. Fixed mapping of the seat, fixed mapping of steering wheel, In rollcage change some tubes (close to driver) to unmirror and make rollcage with flip side. Changes logo size to a bit smaller, and some other small changes in mappings to make more realistic look.
Unfortunately, at the moment, it is impossible to do something like this in configs. The configurations for the GTR class are arranged a little differently than what we can do in the editor. In the configurations, I can only make a different appearance of the car, nothing more.
Maybe devs will add something like that in the future.
1 - Nice
2 - I'm wondering how best to do this? Unfortunately, 2 texture mappings cannot be applied to one triangle. And I can't add more triangles because I'm already at the 65.5k limit.
3 - Im sorry, but I don't think it makes sense for this to make a completely separate version of the same mod.
1 - To be honest, I don’t know at all due to what this can happen, I don’t understand how ai behaves and why, and how I can influence it
2 - i'll try my best
3 - Since I want to make the mod as realistic as possible, it is necessary to make paddles shifters. Most steering wheels have this function, and also i think if you use the keyboard then this is not such a problem.
Thank you. It's nice to know that people like your work
Thank you, it's encouraging when people like your work. With the LODs still have to work, they are not detailed enough for the shadows.
About shiftings, I don't quite understand, can you explain in more detail?
Maybe in options u selected auto gearbox and this is due to the revlimiter on auto gearbox?
It might, but for me just be hard to map this kind of interior and make it beautifully textured, but I'll try. But I realized that it needs to be darker.
I do not quite understand what you are talking in reality there is a steering wheel with a Paddle shifters, in mod selected the same. Technically it is a manual gearbox. Only player can choose manual or auto gearbox in optionts of the game. But this refers more to the availability of controllers, or switching on the keyboard.
I have an friend Vanya Godzilla who this year will participate in the RDS GP, wich is considered one of the strongest drifting championships in the world (about top 3. RDS, Formula Drift and Drift masters, these championships are about the same level), Godzilla with hes team has already started to build FC3S for this competition. At this time I start to make a mod in LFS for training on replicas of real tracks in LFS to train for drifting competitions.
If you turn on subtitles and automatic translation, most of what he says will be understandable
In fact, he had already trained in LFS for RDS in 2017 and according to him it helped him.
Drift competitions are different in that there are no restrictions on power or suspension, but there are many restrictions on the tire. The exact size, and last year they introduced a mono wheel and now all pilots must use the same brand that the organizers provide.
But unfortunately we don't have an endless budget and we will have a 2jz gte engine with 600+ hp.
The body is very rare for this type of competition, so there is no ready-made solutions and the engineer will come up with the suspension himself. The suspension for drifting is different in that it requires a large maximum lock of the front wheels.
Competition starts in May, and the car should be ready and tested before that, so I do not have so much time to model a mod from scratch and I took the help of Rubie, and thanx to him I could use DORITO-FC7 D mod as a base for creating my FC3S mod. Now I just had time to make in the blender exactly the same widebody as the real one that will be used in the competition. But the most important thing is the physics and the suspension.
It's a very strong drift championship with big budgets and very strong drivers and the fastest tracks in the world in this kind of motorsport. And Godzilla lacks experience and he will have a relatively non-powerful car on a rare body that will take some getting used to. It will be a tough challenge for us, but we are not discouraged and will try to do our best.
I perfectly understand this feeling, I also worked on projects that required feedback from a large number of people. And I also received irritating comments about what needs to be changed or added. And often without reasoning.
Then the idea came to me, I just started to make polls for proposals, and in the first place I did those things that were in the top of the polls. Simply because these are objectively the most requested things that users want to see. And i don't have to rely on the opinion of one or of a few.
As it turned out many of those annoying comments were not the majority opinion. And afterwards, I calmly answered them that there are more requested tasks, unlike yours.
But obviously that's not the best way to implement it.
Because at least there are 2 types of people who communicate on the forum, and who just use the game.
I often talk to my friends from LFS, and they have their own opinion where LFS should move and what should be added or changed, which is different from mine. But they haven't posted any of that on the forum. In fact, they very rarely go there. I do not have statistics, but I think that actively use the forum a small percentage of the players LFS. And in these polls there are only 15 options, which seems like a lot, but not always.
Imho, for this reason, it would not be bad to implement it same as a list of upcoming events, in main menu, somewhere near it.
For example, in a special forum thread (will be convinient use Improvement Suggestions treads for this), players can make threads with thread title of the proposal which will be displayed in the main menu with the opportunity to vote for it, such as a "like" or "dislike". Or just for one of many options. It would also be possible to click on the name of the proposal, which would lead to a thread with a detailed explanation of what is meant. Then you will have a larger and more objective coverage of people with their suggestions and the amount of opinions about them that will be reflected in the voting.
I realize that it seems odd when the conversation came up about irritating comments with suggestions and here I am making a suggestion to that effect. That sounds ironic.
Not for this update obviously, and if you need it. I'm not pushing it, I just want to make things easier for Scawen. Because it helped me. If it's unnecessary, then okay.
Peace to everyone.
upd; sorry, the original post is elsewhere, you can send my post there too if it bothers you here.
if we are talking specifically about the russian people, and not the state then the Russians can do nothing, now Russians do not decide anything at all, there is no democracy, there are no liberal freedoms. There is a totalitarian, police, oligarchic state. It decides everything for the people and brainwashes the people that is the people decided everything. But for some reason, along with this, propaganda says that Russia will not exist without Putin, and so on..