The online racing simulator
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atledreier
S3 licensed
Just like they promised to get it out nov 2nd...
atledreier
S3 licensed
I'd wait for the servers to be online, then get all the updates. Check the beta forum for the next test.
atledreier
S3 licensed
Pretty sure the delay is real. Bummed, but not entirely unexpected.
atledreier
S3 licensed
I'm not holding my breath... I'm with DieKolkrabe. Pretty sure that will happen.
atledreier
S3 licensed
They hired Scawen to rewrite the tire physics. It'll be out around christmas 2027.
atledreier
S3 licensed
oh God, the chaos that will ensue now.... The world will literally end now...
atledreier
S3 licensed
Pretty sure that's a framerate issue. Shadows can be pretty intensive, especially over a detailed 3D surface like those dashboards.
atledreier
S3 licensed
That chick in the suit was real cute!

Night racing in the rain is gonna be a bitch!
atledreier
S3 licensed
Still, this is a GT5 thread.. And the GT5 for Xbox seems to be delayed some, so let's not even talk about it...
atledreier
S3 licensed
Hehe! Good for the 360 fanboys to stick that in there. If that's the best point of the 360 I'll pass... :-)
atledreier
S3 licensed
How do you see what on the drive and how much space is left? I'm sure there's alot of junk on my drive from downloading dmos and trailers and whatnot...
atledreier
S3 licensed
Quote :Bought a PS3 for GT5

I did that too, only I bought mine a few years ago...
Last edited by atledreier, .
atledreier
S3 licensed
I left mine on, so yah, you're welcome! 15Mbit upload is pretty neat.
atledreier
S3 licensed
Mine downloaded @1,8Mb/s, maxed my downstream. Took around 45 minutes total.

One question: Is the beta key for this one test only, or will it be valid from here and until the beta ends?
atledreier
S3 licensed
Got my key today as well! I'll hopefully have it installed and ready in time for the test session.
atledreier
S3 licensed
Here's my interior.

Mazda 323GTR.
atledreier
S3 licensed
They looked older with their clothes on. They looked at least 12,5 then, instead of that... ^^
atledreier
S3 licensed
Street edition, comes out next year...
atledreier
S3 licensed
The tallest man alive? Hard to miss him!
atledreier
S3 licensed
So when you get your real car sideways.... How easy is that to correct? I've saved my car a few times on track through dumb luck and reflex. That is an easy to drive awd rallycar that really is point and shoot. I can't imagine holding a slide in a rwd car to be easy at all, especially in a race setting. One thing hanging the ass out in a turn, but losing it, and then hauling it back in must be really, really hard. I think iRacing got the better feel there, the cars bite back, where the LFS cars feels way too easy and forgiving.
atledreier
S3 licensed
MadCat: What monitor setup are you using? With a proper field of view small slides are MUCH easier to detect. Also, in a car like the Mazda things happen VERY quicky, and driving without seat-of-the-pants on an awkward screen setup is bound to fail. I'm amazed at the people who CAN hold the car on the road, seeing their setups. That is some serious conditioning right there.
atledreier
S3 licensed
Perhaps LFS scale the forces differently? Some sort of dynamic compression could be applied. besides, LFS has much less subtlety anyway, so you won't notice as easily.

I fixed the attachment, btw.

And I think most people usually end up with FF settings of 8-15 in iRacing. I have mine at 12, adn get a little clipping with a G25, but it brings out the bumps better, so it's a compromise.
atledreier
S3 licensed
Quote from MadCat360 : It's like the FFB has 2 modes: dead cornering mode, and active straight line feel all the bumps mode.

Sounds very much like you are clipping your FF output. What is your FF settings ingame and in the drivers?

What happens when you clip your FF output is this:

Let's assume the sim sends a signal to the wheel how much force to apply. -255 is full left, 255 is full right force. The drivers for the wheel interpret this number and scale it based on your settings. If you have your wheel set for 50% force, it will scale the signal from the sim accordingly.

The forces in the sim are calculated to a hight precision, regardless of any FF and wheel settings. Going down a straight the forces can be pretty low, there is almost no forces acting on the steering column, the suspension geometry is 'neutral', so you are not fighting the wheel at all, just the bumps transmitted through the wheel. When you turn the car the forces build up fast, the suspension is loaded, you are fighting the rubber on the road, and at the same time there are still bumps on the track, maybe the camber changes a bit, you start to slide, maybe hit a curb or whatever. The forces from the tires and suspension is much larger than the subtle forces from bumps, so the actual force number is much higher. The bumps are still there, and all the subtlety, but the overall force is much higher, with the subtleties 'on top'.

The sim then takes this calculated force number and scale it to something useful for the wheel drivers. This number can vary from wheel to wheel, and with driver settings and such. There is also a slider in the sim that will scale this number. If your FF is set to 50%, the output number is half of the actual calculated force.

So, you have your wheel set at 100% force, and the sim is set for a pretty high wheel force, because you want to feel the bumps down the straights. The sim sends feedback from bumps and grip, but there is no big forces acting on the steering since you are going straight. Let's assume the signal varies between -1000 to 1000 from the bumps, scaled to -100 to 100 through all the settings. Then the forces build up to -10.000 -2000, because we are turning right and the wheel fights that. This number is scaled to -1000 to -200 through the settings and drivers. But wait, the wheel has a useful range of -255 to 255, so the excess is trunkated, giving us a force feedback that varies from -255 to -200, giving a strong turning force, but no subtlety and 'feel'. Also, even if you hit a bump or curb while turning, the excess force will be clipped and you won't even feel that!

So make sure yo have your insim FF low enough so that little or no clipping occurs, and I'm sure the 'feel' will return.

A little diagram that sorta illustrates my point:
Last edited by atledreier, .
atledreier
S3 licensed
Unless it's tomorrow I guess not even Scawen knows, tbh...
atledreier
S3 licensed
I've pointed out portions of the trailers that seems to indicate that the roads are still as crappy as before. No solid info yet, but I'm not holding my breath.
FGED GREDG RDFGDR GSFDG