The online racing simulator
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colcob
S2 licensed
Again, my experiences online are very different, I've rarely had a race that bad, or if I have I've just left and gone to another server.

If a server is running quali on a public pick-up race, just go somewhere else, its a total waste of time qualifying for 30 minutes for a 5-10 lap race on a public server, unless you just fancy the practice.

As far as finding races with more serious racers in, look for less popular combos with 5-8 racers, and lots of team tags in the player list (you can view players in a server by clicking the ? next to the ping in the server list).
Not that team tags are exactly a guarantee of driver quality, but it can indicate more sensible racers.

Also, if you manage to find a decent bunch of racers, add them to your buddy list in LFSworld. They dont get notified, so there is no need to feel shy, and if you go to LFSworld you'll get live alert notifications telling you which servers they are racing on. That way you can follow the good racers around a bit

It can take a little bit of effort to get the online experience to click, it certainly helps if you're quick enough to run mid-pack and avoid the spinners and newbies hacking it round at the back sometimes.

Its definitely worth it though. LFS is without a doubt the best value for money game I've ever purchased in 20 years of gaming. 3+ years solid of it being my main game and hundreds of hours of gaming for £24 is not at all bad.

But if it doesnt click for you, then fair enough. Each to his own, I always say.
colcob
S2 licensed
Quote from BrandonAGr :Too bad you can't vote to kick someone out of a thread...

Ah, but you can...

Add Dethred to your ignore list. Its done wonders for my blood pressure, although I do wish people would stop quoting his posts so I end up reading them.

http://www.lfsforum.net/profil ... serlist=ignore&u=7444
colcob
S2 licensed
Sounds like there are some problems with the webform validation.

VIIIIIC!
colcob
S2 licensed
Yeah, good point about the MPR's. As far as I know, a packet in an multiplayer race consists of a position update for each car and its current controller positions. Then the physics engine simulates the next 1/4 seconds based on those controller positions until a new position update comes in, then it teleports the car to that position and carries on simulating. This is the cause of the little jerks you see.

I suppose the problem is that all the packets for each car aren't synchronised, so to 'rewind', you'd need to find the packet with the nearest time stamp to the desired point in time T, start simulating that car up till the next packet comes in, then start simulating that car, and so on and so forth until you've received 1 packet from each car.

There is a problem with that though. Because each car doesnt 'appear' until its first packet arrives after time T, you could miss out on simulating something that would have happened if the car was there.

Say two cars collide at T+0.2 seconds. Car A sent a packet at T-0.1 and T+0.1, but car 2 sent packets at T-0.1 and T+0.3.
The sim starts simulating from T, Car A appears at T+0.1, and the collision that would have happened at T+0.2 doesnt, because the packet from car 2 hasnt been received yet. Then at T+0.3 car 2's packet arrives and the car appears.

Now I guess in theory, if every packet contains the position as it happened, then it will sort itself out after a packet or so from each car, but I'm not really sure about that.
colcob
S2 licensed
Yeah, I agree with Dan to some extent. As North Reverse is much better than standard. The swoopy twisty section flows much better and it includes the mentally fun high speed left-right after the grandstand straight.
Also, I prefer the corkscrew in the uphill direction.
The only bit that doesnt work better is the tight bit that is T1-2 on the forward config.
colcob
S2 licensed
I get the feeling that its actually a pretty hard thing to do well without spinning.

At Imola this weekend the UK TV presenters (martin brundle and mark blundell, ex f1 drivers) kept making the point that it requires a lot of confidence in the car to do it aggressively enough for it to work.
colcob
S2 licensed
Yeah, that was a good laugh, even if I was hopelessly off the pace. I think the trick with the RAC is having a setup you can have a lot of confidence in.
I was just driving Race_S and allthough its fairly driveable it was hard to really push.
colcob
S2 licensed
Quote from Honey :in phisics by definition pressure is only for gases/fluids it has the metric of force/area but its measured in pascal (and it is defined as "the air pressure at sea level"), for gases has no meaning talking about force, only pressure.
about your hands you simply apply a "force per area" (that is also not uniform), but that cannot be called pressure by definition

I'm sorry, I'm not sure what your physics background is, but pressure is simply a force divided by the area over which it is applied. There is nothing in physics which states it applied only to gases and fluids, that is simply nonsense.

http://en.wikipedia.org/wiki/Pressure have a read here to get yourself up to speed.

Also, just to be really anal, a pascal is not atmospheric pressure at sea level, that is a Bar*. A pascal is an SI unit and is therefore 1N/m2. Which is actually really quite a small unit, hence a typical tyre pressure is measured in hundreds of kPa.

While I welcome anyone getting involved in physics debates, I would recommend doing a bit of basic checking with google and wikipedia before attempting to state facts, just to stop yourself looking a bit silly.

*To be even more anal, technically an Atmosphere is atmospheric pressure, but a Bar is a convenient rounding to 100,000 pa, and is only a bit off an Atmosphere.
colcob
S2 licensed
Why not just have each race as a single car race, say 2 races in each car. That way each race is dead fair, and everyone has to have a go at each car and the winner is the one who masters all of them the best.
colcob
S2 licensed
Quote from Shotglass :is the s2 analyzer released yet ?

*coughs*

No, and I've no idea when it will be. I did have big plans for it and started work quite a while ago, but life took over. I've got a big job on at work which doesnt finish till july/august and I'm building an extension on my house. So it wont realistically get done till after one of those things is finished.

But to the original questioner, the value of spring stiffness in the setup screen is the actual physical value. But the way that spring behaves depends on how much weight is sitting on it. So to get a balanced car behaviour, you need the stiffness of the springs to match the weight distribution of the car.

But its not just linear, so you cant take a car with say 60/40 weight distribution and make the front springs 60kN/m and the rears 40kN/m.
But what you can do is make the suspension frequency the same, which is the speed at which one end of the car would bounce up and down if it had no damping.

So in a way, suspension frequency is a more flexible way of referring to suspension stiffness between cars, as it is independent of the mass of the cars.
colcob
S2 licensed
Yeah, and on the subject of really fast guys and leaving room on the exit.
I remember a while ago, when I was just starting to get reasonably competitive, I ended up having a really good battle with an alien who shall remain nameless on FE gold, keeping him behind me for a lap or so. But running down the long straight along the tram tracks, he got really close then made a move into the lefthander at the end.

I could see he'd probably get alongside, so I left a cars width at the apex. He got three quarters past me in the turn, then moved all the way over to the right hand kerb on exit assuming that he'd cleared me, but he hadnt and so his rear quarter hit my front quarter, sending him spinning off to the right.

He had a bit of a go at me, and at the time I wasnt really sure what had happened so grovelled apologies in the presence of the master. But on watching the replay is was as clear as day that it was his mistake. He'd just assumed he was so much faster than he would have cleared me in the corner, and didnt leave a cars width on the exit.
colcob
S2 licensed
Wow, I'm really glad I clicked on this thread for all the great in-depth information about the Intel Racing Tour...
colcob
S2 licensed
Quote from letdown427 :They do now go green orange yellow red etc, but there's also the red shift light below those that comes on after you've been in the red for a bit. I didn't notice it for a while as I was shifting just as the red came up, but noticed there is still the shift light, the green -> red lights at the top are your rev gauge basically. Or so it seems.

Yeah, those red lights lower down are the 'OMG shift will you before I blow up' lights. You can tell by the raggedy sound of the rev limiter.
colcob
S2 licensed
Yeah, if you go the the 'Replay Analysers' section of the main lfs site, under additional downloads I think.
colcob
S2 licensed
Interestingly, the F1 shifts lights arent the magic torque calculating ones we have one the other cars.
I kept waiting to hit red in 5th and 6th but found that it would take an age to rev up to the red light, but if you shifted up, you'd get extra torque in 6th or 7th and immediately start accelerating again.
colcob
S2 licensed
Well in my opinion, regardless of who was right or wrong, a good racer ought to know better than to try and overtake two other battling slower cars mid corner.

Thats called 'putting yourself in harms way' and is not very sensible racecraft. If he was that much faster it would have been much more sensible to hang back during the entry to the turn, then make a faster exit and pass both cars on the next straight.
colcob
S2 licensed
The FF wheel wiggle phenomenon actually seems to be a result of the tyre deformation simulation.

If you imagine you are stationary, and you apply brakes, the contact patches are now stuck to the ground and the wheel cant rotate forwards and backwards.

Now if you steer in one direction, the steering geometry results in both the wheel twisting around the contact patch, but also wanting to roll a little bit forwards or backwards depending on the caster, inclination and scrub radius.

But because the brakes are on, the tyre stretches rather than rolling, then when you let go of the wheel, it springs back.

You can feel this in a real car if you havent power steering, but in a real car there is lots of damping in the system from the tyres up to the steering wheel. In LFS there doesnt seem to be any damping in the tyre spring deformation model, and that combined with a bit of FF lag seems to allow the spring back to lead to a never ending oscillation.

It could probably be fixed by adding some damping to the tyre deformation code, but thats probably not a simple thing to do without messing up some other part of the tyre model.
colcob
S2 licensed
Quote from BWX232 :So answer the man... how the hell do you use these?

EDIT- OIC, you can only use one at a time? Errr.. you cannot keep adding them so eventually you have 50 sidewalls to use... why didn't they make it so you could do that? Seems like it would be easy enough. Sometimes the devs are so close-minded about things like this... :-/

Probably because they intend to add different physics data for the 4 types at some point, so if they just allowed unlimited tyre 'skins' then things would get a bit confusing.
colcob
S2 licensed
The amazing thing about this effect is that it is affecting by the actual amount of rubber being used up. The last few F1 races I've been amazed by how dark the line gets, much much darker than I've ever seen it before.
colcob
S2 licensed
Of course its also possible that LFS doesnt model bump steer yet, which might contribute to the lack of bumps and vibrations felt through the wheel.
colcob
S2 licensed
Realistically, you would only feel flat spots as rotations in the steering column if the suspension setup had bump steer, which most race car engineers would go to considerable lengths to avoid.

Of course in reality, you would feel vibrations in the car through the steering wheel just because its part of the car, and you are holding it. But these would be vertical vibrations of the whole car, not rotation of the steering column.

What a lot of sims seem to do is take these car vibrations and turn them into rotations and send them to the FF. Which adds immersion, but is not technically correct.

Personally, I wouldnt mind if LFS included a slider FF option to 'add car vibration' to FF effects, but the purists would probably object.
colcob
S2 licensed
Verb
  • S: (v) resemble (appear like; be similar or bear a likeness to) "She resembles her mother very much"; "This paper resembles my own work"
Verb
  • S: (v) resent (feel bitter or indignant about) "She resents being paid less than her co-workers"
colcob
S2 licensed
Interesting guide Becky, although if you dont mind me saying so, it gives away your Karting heritage. Big cars have springs and dampers that come in handy for balance tuning too
colcob
S2 licensed
I think the hardest bit at the moment in BF1 servers is the simply enormous differences in people's braking points.
colcob
S2 licensed
Linsen: Its complicated, but suffice to say that extract maximum acceleration from an engine, you nearly always need to shift after peak power.

Imagine the peak of a mountain you are passing over, if you start half way up and climb to the top, your average height is 3/4 of the way up. If you start 3/4 up and climb over the top and a 1/4 down the other side, your average height is 7/8 of the way up, which is higher.

Simple as that
FGED GREDG RDFGDR GSFDG