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Cue-Ball
S3 licensed
Quote from Ball Bearing Turbo :Any properly adjusted road car clutch IRL should not be engaging when it's almost let out; if that's the case it's worn and needs adjustment. There shouldn't be much travel before the bite point. Some, yes, but not much and there should be much more travel after the clutch is engaged compared to before!

Let's say you've got a clutch pedal that moves 6" from completely depressed (disengaged) to completely out (engaged). If we start with the pedal all the way to the floor (clutch is disengaged, power is not transmitted from engine to tranny) we should have an inch or so of free play where the clutch doesn't engage. The same is true at the top of clutch travel (maybe not for race cars, but for road cars). The top inch or so of clutch pedal travel is free play and has no real effect. So that leaves us with the 4" in the middle. While the clutch might do most of it's grabbing in the first half of those four inches, if we hold the clutch in the exact center (the 3" mark) it will still slip. This slip is what we're interested in for shifting. We only need to depress the clutch enough for it to start slipping to be able to shift. So, in our theoretical 6" of pedal travel, we should only have to press in the clutch 2-3" (1/3 to 1/2 of total travel) before it slips enough to allow us to change gears.

The point being that you should never have to press the clutch all the way to the floor before you can shift. You CAN do that, but it shouldn't be required. The way that LFS works now (X10), you must press the clutch all the way to the floor (or nearly so) before you can shift, unless you use the DXTweak/calibration lock workaround.

I have no way to test this in game to see exactly how much "grip" the clutch has at different points in its travel, or whether or not it is completely linear. I only know that from my feel and past experience, LFS doesn't model dead zones at either end of the clutch travel (or else they are very small), and the clutch feels very linear. If someone can show hard data to prove me wrong, I'd love to be proven wrong.
Cue-Ball
S3 licensed
Quote from Otaku :AI doesn't learn anymore right?

I think the only person that knows the answer to that is Scawen.
Cue-Ball
S3 licensed
Quote from AndroidXP :It doesn't engage linearly - it has a very distinct bite point at the top/end of LFS' ingame clutch travel. Most of the bottom travel does nothing. By applying a DxTweak/calibration fix the clutch becomes very real IMO.

The point is that we shouldn't have to use DXTweak or calibration lock at all. While it may or may not engage linearly (I don't think it's possible to tell for certain without elevating the rear wheels), LFS still requires the clutch to be fully (or nearly so) depressed before it completely disengages, which is not the way it works in the real world. We should be able to successfully shift with just a dab of the clutch, without resorting to locking the calibration.
Cue-Ball
S3 licensed
Quote from shiny_red_cobra :I think it's been mentioned once, but the AI don't qualify properly. I set 20 FBMs at BL1 for 15 minutes of Qualifying and they all drove for 5 laps (around 6 minutes) and they all went to their pit garages (they didn't have a pit stop), and sat there for the remainder of the qualifying. What they should do is do a pit stop, then continue until qualifying is over.

I've seen that same behavior, with AI cars running a few qualifying laps, then pitting. But I've also seen AI cars head out for qualifying and keep running until they were out of fuel. I was running two different tracks when I saw the different behavior, but I'm pretty sure that qualifying was set to 15 minutes in both cases.
Cue-Ball
S3 licensed
Quote from Linsen :Not quite sure, but I think this has to do with where the biting point of the clutch is. Afaik, you can calibrate your clutch in LFS to have the biting point much earlier than with the default calibration where you obviously have to depress the clutch pedal fully. I don't have a clutch pedal, so I'm not 100% sure about this, but it's what others stated in different threads.

This is true, but it really should be addressed by Scawen. In the real world you almost never have to push the clutch in completely in order to release the load on the transmission, since the biting point of the clutch is usually near the top of the pedal range. But in LFS you have to depress the clutch fully for the clutch to engage. It was this way in X10 and earlier patches as well. The physics should be changed so that rather than having the clutch engage linearly from the bottom to the top of travel, it should have some dead space at both ends, and the biting point should be near the top third of travel.

There are workarounds (DXTweak, calibration lock), but they shouldn't be necessary.
Cue-Ball
S3 licensed
Quote from TassieDevil :Get over yourself mate, it is still a bloody game and as such you should have the options that were in there before and make it accesible to everyone not just the geeks like you, and you were the one not recpecting my opion in the first place, so get a life....

Finished not replying to you again, your just not worth it.

Enough of the personal attacks. If that's the best you can do, please find your entertainment elsewhere.

It's not just a game - it's a sim. It's supposed to simulate car racing. You show me a race car driver than can swivel his head 180 degrees like an owl to look directly behind himself (while in full race gear, no less) and I'll concede that you are right. Until then, I think it's plainly obvious that looking behind is not possible in reality and, thus, doesn't belong in a simulation of reality. If you want something that's accessible to everyone, might I suggest Burnout or Gran Turismo?

The options of auto-cut and auto-blip have been taken out and most of the people on the forum have received that change positively. So your idea that "once something is in there, it should stay" holds no water. As LFS gets closer to simulating reality, more and more arcade features will likely disappear as well.
Cue-Ball
S3 licensed
Quote from Mazz4200 :Most crips use automatic transmissions in road cars and a push pull system for throttle and brake.

I heard the Bloods use autos too. Not having to shift leaves you a free hand for shooting.
Cue-Ball
S3 licensed
Quote from PaulC2K :I have no idea if LFS simulates air/surface temps, but it'd be nice if the British tracks were colder, Fern Bay was +15'c and Kyoto was +5'c as to reflect their respective geographical locations.

That's something that I proposed in the Improvements section quite some time ago. Not only vary the temperatures by location, but by time of day as well. While an afternoon at Fern Bay may have 90*F ambient temps and 120*+ track temps, early morning at Blackwood would be considerably cooler (even more so than Blackwood in the afternoon). This would make it fairly realistic and allow a lot of temperature variation, without requiring anyone to manually change anything (other than picking a track/time, of course). I would think that would be a fairly straightforward change, but I really have no idea.

Quote :To me the FXR was unpopular to race with on X and now with X30 its effectively 10kg heavier in comparison so what hope does it have of becoming wanted? Its the ugly duckling of the GTR class and its got a long wait till that will change on the basis of these changes.
MoE already gives this car 110% points compared to the other GTR cars because its there for all to see how uncompetitive it is, and its just got comparetively slower.

While it might be a bit heavier than it was in X10, it's got a better gearbox which should help offset some of that. Probably not enough to make it competitive on the current tracks, but if you make it too much faster you'll get complaints about the car that's easiest to drive being almost as fast as the harder cars (I haven't checked, but it might already be faster than the XRR on the tight tracks where it has a torque and traction advantage).
Cue-Ball
S3 licensed
Quote from PaulC2K :Also, if the XRR effectively gets -30kg (X's +30 removed) and gets the Seq box, while the FXR only gets -20kg and the Seq box, that means the FXR is effectively 10kg heavier as a result of moving from X to X30 at least, Do people actually consider it quicker than the XRR, over any distance, where it needs to lose ground on the other 2 cars? Seems a bit of an odd one to me, i wouldnt have thought anyone would consider this a competitive car for racing in anyway, easier to drive is one thing, but its still considerably slower everywhere anyway and now its lost 10kg over the other 2 it would seem.

I think the big problem with the FXR is that it's a car without a home. Logically, it should be heavier and have less power (more weight and drag due to AWD). The problem is that it has all of the AWD drawbacks without enjoying any of the benefits. Driving on a completely dry track on a clear day, there's no real advantage to AWD - only disadvantages. For the FXR to really shine we need very cold track temps, loose surfaces (marbles), and inclement weather. Until LFS includes at least one of those, there's really no good reason to use an AWD car over the others.

Similarly, if LFS modeled changing (or at least changeable) track temperatures, the FZR would lose a lot of its luster real quick. The very first race with a 110*F track and FZR lovers would be wishing their engine was at the other end of the car because the back tires would be boiling from doing all the work.

I firmly believe that the ability to change track and air temperatures would add a huge amount to the variability and enjoyment of races in LFS. In fact, it could very well be the single most important factor in mitigating car strengths and weaknesses, and adding some spice to the game.
Cue-Ball
S3 licensed
Quote from BenjiMC :Shouldi really have to for 2 laps?

I would love to see a reply of sensible driving that wears out the tires in two laps. I've been watching the AI run a lot today, looking for bugs in the latest patch, and they can go over 40 laps (and could probably easily do 50) in the GTR cars without overheating or wearing out the tires (the new, easier to overheat and faster-wearing tires, I might add). If you can't make it two laps, you're doing something very wrong.
Cue-Ball
S3 licensed
Quote from Not Sure :i use three pedals (four if i count the e-brake). i also use dxtweak to adjust sensitivity. haven't tried the (mis)calibration thing, i'll give it a shot.

i wonder if this would have something to do with bad shifts:

in dxtweak the values for my clutch axis (actually the throttle axis of Microsoft SideWinder FF USB) jump up and down somewhat, and in general it looks a lot less smooth than dfp pedals. should it be this way? dirty pot or really low resolution?

DXTweak should do basically the same thing as the calibration lock. You must either have something configured incorrectly, or pots that are giving bad readings. But you should easily be able to look while playing and see how far you have to press before the white line on the clutch bar is visible, and whether or not the clutch is "jumpy".
Cue-Ball
S3 licensed
I've done some more testing and am trying to figure out how the AI decide which pit stall to use. I had three FZRs running on Aston (Nat'l, i think). They pitted in around lap 40 or so. The first car into the pits pulled into one of earlier stalls (stall #8 or so). The second car drove past him and pulled into either the last or second to last stall. The third car drove in and, apparently, tried to park in the same stall as the previous car. He pushed the car in front completely 90* sideways in the pits, but luckily that car was able to get out okay. When the car that did the pushing (the third car of the three to enter the pits) tried to leave, he ended up driving across the grass and taking out the two cones at the end of the pits.
Cue-Ball
S3 licensed
Quote from Not Sure :i misshift a lot! i'm not gonna say it's the dev's fault. it's probably just that i have been driving wrong. X10 (and earlier) made it possible to be really sloppy with blipping and there was the "gear pre-select" -feature.

Are you using three pedals? If so, you will probably want to change your clutch pedal so that it does not need to be completely depressed in order to disengage. This can be done using the calibration lock option.

That way, when you press your clutch pedal, say, 3/4 of the way, LFS thinks it's completely depressed. It makes mis-shifts a lot less likely.
Cue-Ball
S3 licensed
Quote from Mako. :also, with autoclutch, it shouldn't wear/heat/whatever the clutch at ALL! OTher wise, wtf is point of that?

The purpose of auto-clutch is to depress the clutch so that you can change gears. However, you are still responsible for making sure that the engine revs match the drivetrain speed. Otherwise, the clutch ends up taking the brunt of the damage when it tries to make the two match. Either the tires slip or the clutch does, but the speed differential has to go somewhere.
Cue-Ball
S3 licensed
Quote from ajp71 :An F1 car is completely different to anything else though because apart from a racing clutch you've hardly got the torque to pull away at revs most engines would have gone bang trying to reach, then you've got to take into account you're trying to do that with a tiny paddle movement and you can soon understand how much short of a racing start would be virtually impossible without a lot of practice.

Yes, of course. It was just to illustrate a point. I remember one of the races that I watched not long ago (LeMans series, I think) and the drivers were complaining about a rule that they could not spin their tires coming out of the pits. Everyone was up in arms about it because even though they have very powerful cars, the clutches are so grabby that it's difficult to take off without either stalling or spinning the tires. To get away without doing either, they risked burning up the clutch and being out of the race.

I would love to see LFS model this behavior (but we'd need fixed longitudinal grip or the change would be worthless).
Cue-Ball
S3 licensed
Trucks are generally geared lower than passenger cars. And much lower than race cars, which often need higher gearing to hit top speed. Many race cars are notoriously difficult to drive away from a standstill because they have peaky engines, grabby clutches, and relatively high gearing. Just look at Richard Hammond trying to drive an F1 car. He stalled it 8 times straight.
Cue-Ball
S3 licensed
Quote from Bandit77 :But shifting with a manual button-clutch is more like a dexterity (what a great word) exercise than a realistic driving experience so I'm most probably coming back to autoclutch.

Could you possibly setup a button so that you can use button clutch but have it "feel" like a real driving experience? For example, back when I had my DFP I was planning to cobble together a button and block of wood where the clutch would normally be. This would be easy to do by cannibalizing a simple USB controller. I was planning to start on this project, but then the G25 came out so I abandoned it. But something similar should be very easy and cheap to put together, and would give the experience of having a clutch pedal without the cost. Then you could drive similar to real life without using your thumb or whatever as a clutch.
Cue-Ball
S3 licensed
Quote from dougie-lampkin :But the problem then lies in noob drivers who get pwned by FZR's...
All cars should be equal (within 0.2 sec per lap roughly), and then it's down to the driver...that is the fairest way IMO...

I don't think that is fair. Firstly, equal on what track? If they are fairly equal on a fairly long, high speed track then one car will be better on shorter, tighter tracks (and vice-versa). Also, should the FXR be as fast as the FZR when it has the multiple advantages over the FZR (AWD, a more foolproof shifter, reduced fuel consumption, reduced tire wear)?

IMO, the FXR needs to be slower, because it has other advantages that can make up for some of that deficit, and that make it easier to drive and more likely to survive a full race. The XRR also needs to be slightly slower than the FZR, since it has tire, fuel, and transmission advantages. The only question is, how much faster does the FZR need to be to make races fair and interesting. I think we'll only know that once the GTR leagues (MoE and others) have a chance to put the new cars through their paces.
Cue-Ball
S3 licensed
Quote from Mako. :umm, it's supposed to do that... real cars, if you are really percise with the clutch, you can take off withought pressing the gas AT ALL!

That depends quite a bit on the car's weight, power, and gearing. Taking off with no throttle in my wife's car would be tricky indeed because it's overly heavy and underpowered.

Quote :Unless you mean that the bar graphs show the throttle axis move when you are not pressing the gas pedal....

That seems to be the case here.
Cue-Ball
S3 licensed
Quote from dougie-lampkin :FZR's at the new SO pwn all the other GTR's

about 1 - 2 seconds faster per lap than the FXR, on average...adds up after a 20 lap race...

EDIT: After a 20 lap race, the 3 FZR's pwned the other cars, and finished 40 seconds ahead of the last placed XRR...

I've found the same is true on Westhill (running AI, not humans). the FZRs lead, the XRRs run second, the FXRs are far behind in third. Even with having to make an extra stop for fuel over 100 lap race, and even with their increased tire wear, the FZRs are still the lead cars.

I'm hoping the Masters of Endurance guys will give the new test patch a try on various tracks and see what they think. I have a feeling that even after the changes, the FZR is going to be the dominant car on most tracks.
Cue-Ball
S3 licensed
Quote from Travis Rowe01 :don't take out the XRT!! dont do it to us drifters.please.

I assure you the XRT is still in the game. It's not being removed.

Now, the demo on the other hand....
Cue-Ball
S3 licensed
Quote from DaveWS :"Pit stop damage repair takes twice as long"

Yes, but "twice as long" is not long enough. Cars can still repair very severe damage in a minute or so, and can repair damage that in real life would be completely irreparable.

Increased damage and changes to the repair system are probably a discussion for another thread though, since so much needs to be addressed, and it's obviously not going to happen in this particular patch.
Cue-Ball
S3 licensed
Quote from Tommy :I didnt have time to test it on endurance race, but what i meant is: i start race with 4 laps so they have ~3laps of fuel, then set /laps 30

and watch them pit every 3 laps to test... well they dont do it when compulsary pitstop is off but when its on, they pit for fuel, tires AND damage - the way it should be.

That sounds like another problem where the AI does not realize that the number of laps for the race has changed. It seems as though they determine the number of laps when they first enter the game, but that they are not updated when you manually increase the number of laps.
Cue-Ball
S3 licensed
Quote from JTbo :Our entry class endurance series uses those already, also times are available on net at real time, so it is very basic stuff

I'm sure it depends a lot on the race series as to what is allowed. There are so many different series, car types, and sanctioning bodies these days that it's hard to know what is and is not allowed in any given one.

I would like it if LFS supported the gamut from club racing (no headsets, no transponders) to LeMans style racing with live tire temperatures, transponders, pit radios, etc.

Hopefully we'll eventually see support for all of these things, as well as server side control to limit some of them.
Cue-Ball
S3 licensed
Quote from ajp71 :I tried it before, the main limitation I found was it was always a lap (or two?) behind, I think due to a limitation in LFS more than for realities sake, I'd like to use it if the lap display could be correct for what lap your on (as it is IRL) even if the time is a lap late.

I'm pretty sure this is how it's done in real life as well (just an educated guess, since I'm not fortunate enough to race in the real world). After you cross the start finish line, let's say you are 5 seconds ahead of the guy behind you. Well, there's no way that your crew can determine that you're 5 seconds ahead until that guy crosses the line. By that time, you're past the pits and down the track. So the next time you come around, they can tell you how far ahead you were the last time you passed the start/finish line.

With higher end racing and cars with transponders, this is a non issue since they can talk in your ear and tell you how fast you're going, how far ahead/behind you are, whether you're running too slow or falling off in time, etc. Just one of the many reasons I loved Becky's LFS Companion so much. It could do most of those things and was like having a pit chief talking you through the race.
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