would be the maximum vertical load of outside tires and the g forces at that moment. the live settings ability of VHPA is great, but it must be using an ideal flat corner representation for its calculation, so I would go with the raw data from lfs to account for the dynamic environment. road bumps, valleys, curbs and whatnot might factor in?
Hello fellow racer! Do a search for VHPA (the main host site is linked from lfs forum). This great tool will help take away the guesswork of staring at the forces screen in LFS.
Try these steps, install VHPA (in preferences make sure to find and select LFS cars as default) and open your FXO set. In the "live settings" screen (live settings is in a drop down with vehicle data and vehicle settings) adjust the vehicle speed, throttle and steer angle to imitate the situation you are talking about. start with maybe 60 km/h, 70% throttle and 0.1 rad left steering. in the bottom half of the app, select springs view and play with the live settings until you see the force on the left front tire is around zero.
now change from "live settings" to "vehicle settings" and go to the suspension tab. If you add front ARB you will see the data in the bottom shows even more force on the front right. if you lower the front ARB you should see some weight come onto the front left. (inside)
note as other more experienced ppl have said here, setting up is all about compromise. as a noob I would suggest you have a look at the ratios of pitch and roll stiffness which you can also find in the springs screen and try to change where the suspension resists roll so there is less at the front without changing the overall roll stiffness.
lastly, to really do the job right, look into exporting RAF data and loading that into VHPA. once you know the cornering force needed for the application you're designing the set for, you can get a good spring rate from the moment arm calculation. (VHPA also provides accurate center of gravity data)
Don't ask me where this comes from or who is really driving in it, I found this file a long time ago by doing a google search for some interesting names + ".mpr".
NOTE the file is for LFS 0.5P so it does take a little work to open if you aren't already set up for nostalgic replays. (threads exist for this purpose).
So what is this file? A full grid of F08s at kyoto national, with the names and apparent driving behaviour of the pilots matching what appears to a novice like me to be the list of F1 pilots of 2005. The only downside really is that not all entrants seem to have tried LFS before this race...
Quote:
Originally Posted by cargame.nl Look at our money swindling American 'friends' with their Iracing production. It has nothing to do with simracing, just a bunch of crap put together for a lot of money.
I wonder why... The laser scanning is nice, it's true! but some may not feel like they are raced closely in such a pristine environment. your blanket statement about what is modern is a bit hard to swallow. some of us want different things from our sim racing experience, and LFS is where it's at.
oh and I just have to poke this in there.. is there something special about laser-scanned tracks that make driving on them feel a bit like playing minesweeper :biggrinfl:smash:
why not just accept LFS has excellent racing already and is getting better
Very nice to see a post from you devs and very funny at the same time to read the flood of comments immediately gushing from what must be the cemetary of the dead LFS community lol.
Having just recently plunked the 12.something dollars to see what iRacing is about, I'm really looking forward to feeling the result of all the hard work going into the next rev of LFS. FWIW I think you're the ones going in the right direction. Having also just recently done my first semi-serious hour + races in LFS it was a blast feeling the subtle differences as the tires wore down and trying to make them really last (damn flatspots!).
As a programmer/analyst I can sympathise with the difficulty of describing progress. It's nice to read some juicy details but it really doesn't matter. At the end of the day, the current LFS is a great way to "get my fix" of feeling a car at speed and it's far more important that the future products will be as polished and enjoyable.
Best of luck with all your efforts in 2012 and thanks again for making and keeping LFS what it is. #1 on my hard drive and also #1 on google heehee. Off to read more of the fun stuff in this thread =o)
the wiki help is pretty complete but a lot of reading for sure.
in the logitech profiler, make sure separate axis is selected for the gas/brake. for the F1 car you'll want to set the range of the wheel to less than 900 degrees in the logitech profiler. in LFS you can set it to like 360 but if the profiler isn't also the same then it won't work. this can make a huge difference in feel with the open wheelers. also be sure to set the force level to 101% in the profiler. in game set this pretty low so the variety of effects can be felt.
in LFS go to the options and calibrate axes. as you play with each pedal, the wheel, you'll see the sliders moving. just make sure and assign each one correctly and make sure the brake and gas are on different axes. if you still have trouble ask a specific question and there are a lot of people on the forum who will be glad to help.
you probably already have it working hehe
have fun! oh and try the cargame.nl server some time once you have decent consistency. the lx4 can be a lot of fun on that server. you may also like fox junkies for some open wheel challenge.
For all you point to point rallycross fans out there, here is a high-speed nail-biter reminiscent of Finnish or Australian WRC stages. Best suited to the FZ5... but mind the paint job. There are lots of blind corners and narrow gates.
Corners markers are used where appropriate. Orange cones mean caution and red cones mean gate ahead. Times under 6:30 are quite possible but it's very easy to get a DNF, hence the orange cones!
It's a remake of this that fixes some missing objects (height bug) and uses the updated autocross goodies.
A 6+ minute stage with a lot of high speed runs broken up with some technical areas and a variety of surfaces. Some corners are quite fun. The objets are really tweaked so it's not so ugly except for one place where object placement is a bit of a challenge.
Should be interesting to see which is quicker between FZ5 and LX6. The FZ feels the most well-suited and the RB4 is a bit crazy.
Thanks for the replies. I'm running LFS in windoze.. Makes sense it's the shifter since sometimes it goes from 1st to 3rd by itself as well which would make no sense as a "feature".
It's nice to know I'm not the only one who's had this seeing as I haven't been rough on the shifter. Well anyway for $350 i've gotten my money's worth in the last 3 years that's for sure.
Hi all.. I did a quick search but didn't find anything about this so here goes. Does anyone know if LFS simulates the clutch popping out while in gear? I mean without pressing the clutch or hitting the shifter.
I keep having this problem where the car is suddenly in neutral. I'm assuming it's my G25 shifter acting up but was curious if anyone knows about a "feature" like this
It's great that some other people are enjoying this layout. There's another one coming along for aston but so far it doesn't have the flow of this one.
Still inching closer to the 5 minute mark... I got a 5:02.48 time that gives me hope because I massacred the hairpin, almost stalling it, and went wide and slow in some spots (not to mention banging the walls a few times ).
Best splits so far are 1:30.27 for the first sector, 1:00.54 for the third sector and 0:59.87 for the last sector.
sorry, I messed up making the link in my earlier post. Android's original post is still the place to go to download his great layout: www.lfsforum.net/showthread.php?t=8469
btw thanks to Flotch, this is a rip of his blackwood set. I hadn't even looked at the camber settings so this one is a few seconds quicker at least. :eclipsee_
Here is the latest version. The braking point markers and checkpoints are fine-tuned and some object placements are smoothed out without any changes to apex objects.