The online racing simulator
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Dac
S2 licensed
4 months and this is his first post.
Dac
S2 licensed
Quote from durrri :now I don't understand why this issue is even brought up.
I thought we were racing in a given set of conditions and physics models.

What you're saying sounds like "this WR is not valid, because the physics allow techniques which are not realistic".. so what? the guys know their game and make a better time than you... bottom line...

I wound never question their ability over mine, but the simple fact is that this is a racing simulator not an arcade game. You should treat it as such and drive like you would in the real world. You are able to smash people off the track and continue driving in this simulator, does that mean you should do it? You see my point?

That's why for the most part I am not interested in WR's. I hope it will change in fact it must change in future releases. I tried using Bawbag's hotlap setup and it was clear straight away it's intended to drift into corners, not once have I seen Michael Schumacher, Fernando Alonso or any other professional racing driver use such a technique in open wheel racing.
Dac
S2 licensed
Quote from JPeace :llandow race circuit. in a kart you climb on the kurbs, that is real, dont kid yourself that some of the things you see in lfs cant be real in irl. because they can.

No car racing as far as I know drifts into corners during qualifying or race laps nor do they brake hard going ON the curbs.

I am happy to be wrong if anybody can show a vid for proof, but from every form of real-life motorsports ive seen it doesnt happen. Drifting overheats the tyres, and the curbs offer LESS traction than the rubber covered track tarmac.
Dac
S2 licensed
When somebody shows me a WR that actually looks realistic then I will give a damn. Drifting into corners, hard braking over the curbs, yeah right.
Dac
S2 licensed
People usually map the horn and lights to the flappy padals
Dac
S2 licensed
The flat spotting and over heating are crucial parts to the simulator, without those you would lose the motivation to not lock-up. Just I hope the same goes when the damage model is complete it will make more inclined to not make contact
Dac
S2 licensed
For all the "true" fans who are trying to take the moral high-ground in this, how long exactly would you be willing to wait for a significant update, 3 more months? a year? 5 years? I seriously doubt you would be willing to wait 10 years.
Dac
S2 licensed
Quote from Greboth :I would assume, like me, the comment was in relation the amount of threads of this nature there is. Posting on here isn't really going to speed it up is it? When the new patch is ready it is ready no amount of "0Mgz no n3w pAtch 4 so l0Ng 1!!!!!1!1" is going to speed it up. These threads are pointless and complete spam. I do not count myself as an 'old timer' but I have been around for a while, but 1) yes the development speed is slow but I assume most people knew this when they started playing and 2) There is nothing we can do so why complain constantly.

Oh and P.S. There is nothing we can do about it!

You cannot decide how other people will feel, the only thing these threads are showing is that a lot of people myself included are getting pretty frustrated about this issue. At the end of the day it's all up to the developers and we can kick and scream all we like perhaps nothing will change, but we still have the right to feel how we do. Maybe we don't have the right to make endless amounts of these threads but as far as im concerned it's very much to be expected with these types of delays.
Dac
S2 licensed
Quote from wsinda :I sense a contrdiction here.

OK I didn't word it properly, not everybody complains but a lot still do. And I do believe it is to encourage development certainly nobody complains to make things worse, surely.
Dac
S2 licensed
We all know it sucks, and we all complain, still nothing happens. Many have tried to encourage development, all have failed.
Dac
S2 licensed
Quote from Myw :Couldn't have said this better myself, especially the last part.

I also disagree, there's clearly a big following of LFS here and I am not saying they deserve it but for the measly few minutes it takes to post even a short update would surely make people feel better about using LFS.

Quite honestly the argument that it takes valuable time away from the developers is a load of nonsense, posting could take less than a minute and I don't care who you are it can be easily done.
Dac
S2 licensed
A twitter page would be good, even if it was just something a couple of cryptic words about that hour/day/week/months work at least we could speculate about it and feel like somethings actually happening
Dac
S2 licensed
LFS definately has the upper hand in control, when you dial in lots of camber you really can feel and to an extent see the difference, in rFactor it just doesn't feel quite as real.
Dac
S2 licensed
Some people can really get out of bed on the wrong side!

So you want to create a league that uses the F1 car, why would that be so difficult? there are hundreds of leagues the only difference here is the choice of car.

Make it, get it all running and THEN see if it's a success. Do you think Bernie or any other self made billionaire in the world didn't meet this kind of criticism??

You do not need to have a fully fledged copy of FIA F1 by 2010, all you need is the working foundations on which to build. If theres one truth in life it is that people can always be influenced when they think the grass is greener on the other side. It doesn't matter if there are a million people on OWRL not only do they have free choice to leave but there are many other equally skilled people out there.

The problem you have is the ternacity to get involved and beaver away until it's done. If somethings hard then it's worth fighting for!

I also think you should allocate grid slots to team bosses who then have the power to pick and choose their drivers and race engineers and if they choose test drivers to help with their sets.
Dac
S2 licensed
A year or so ago I started a thread in the improvements/programming section asking about the posibility of a traction circle graph. However I was told this would be far too difficult to code (if not impossible!) so my question to Scawen is will this new tyre physics model be able to support a circle of forces graph? I believe this would be a extremely good training tool to teach people how and why they aren't using the cars performance to its maximum (or rather why they spun off lol).
Dac
S2 licensed
Having taught myself Heal and Toe and been using it sucessfully for a few years now I can't honestly think how people could ever master it in a simulation where you don't get the 'feel' of the car jerking forwards and backwards to know when it's smooth. As long as it's there or thereabouts is the best you could hope for.
Your race driver fitness programme
Dac
S2 licensed
Does anybody have a specific routine? Being a big fan of bodybuilding and race driving the two physiques don't really go together very well!

So from now on my time in the gym will be focused more to building a racing drivers physique.

Question is, what do other people follow?
Following distance program for Psychology experiment
Dac
S2 licensed
http://www.lfsforum.net/showthread.php?t=61917

Following on from the thread above im having difficulty getting to grips with Java programming and LFS so ive decided it would be wiser to ask instead.

Basically i need a program that will record the following distance in seconds of the players car and the AI car during an offline approximately 20 lap 'race'.

If the data could be sent periodically say every 0.5 or 1 second to a text file that would be perfect.

Thanks,
Dac
S2 licensed
As above the BF1 is an extremely quick car and even after thousands of laps in LFS i dont even bother using it cause its so challenging. If your good enough to use it then you shouldnt need an imaginary racing line drawn out for you.
Dac
S2 licensed
Quote from Dygear :Yeah, I think you can do it. If there is only 2 cars on the track. Good luck.

How are you going to track these cars? I mean in a race there could be 24 cars, so each car has to correlate to 23 other cars. That's alot of data, even @ .5 second intervals.

Correct there will only be 2 cars, the AI 'pace' car and the participants car. They will follow the pace car around the oval for maybe 20 laps in which time i will designate a certain number of laps to a different factor, currently fast/slow paced or loud/quiet music and measure the effects these have on following distance.

I have already found a study which used Midtown madness in 2002 to measure the effects of music tempo on driving performance, and also another study which used a 5 lap driving simulator race to measure vigilance tasks with a music element.

I think LFS will be a much better tool for the job due to its increased realism.
Dac
S2 licensed
Quote from Dygear :(speedCarInFront - speedCarBehind) / distance = time

That will get rid of the infinite problem. If both cars a stationary then you will once again get infinite, but ... that's to be expected. Also if speed matches then you'll be dividing with zero, not good, so be sure to test that before you do the equation.

I have some programming experience in Java do you think it would be doable on my own or worth asking on here?

Even if the data is just output to a .txt file every .5 sec i will be able to make that into a graph.

I have already made a set for the XF with 50% intake reduction and increased 5th gear ratio so that it maintiains 70-75mph on the oval, which gives a good pace car for the participant to follow in say a de-restricted XF or even the XR.
Dac
S2 licensed
Ive been looking into the research and it seems simply taking data points a couple of times per lap wont be accurate enough, rather the standard seems to take continuous recordings and plot them against a time/distance graph to get an overall picture of following distance. This is because drivers dont follow at a set speed but rather close up and fall back in a circular motion.

So im guessing it will be possible in LFS to produce such a graph?
Dac
S2 licensed
Quote from morpha :Pretty sure he meant distance in time, not laptimes.
First you need the distance between the two cars, then you calculate how long it would take for the following car to reach the point the leading car is at, assuming the following car maintains it's current velocity.

DistanceTime = Distance / Speed.
For example, a car driving 100 metres behind another car will need 3.6 seconds to reach the leading car's position at 100kph. The distance expressed as time would be 3.6 seconds

I did a really quick one, tested it with an AI and it works okay


If, however, you meant the time it would take to catch up, the approach is a different one. For that you have to factor in the velocity of both vehicles.
Perhaps you chould clarify what exactly you need? Including how you expect it to be displayed, if at all (maybe you want it logged to a textfile).

Thats exactly right Morpha, thanks a bunch!

In essense the driver will follow a lead car to get a standard measurement, then factor A will be included and the following distance (in time) will be recorded again, then factor B etc etc.

Thanks again.
Need following distance for Psychology experiment
Dac
S2 licensed
Im developing a Psychology experiment for my 3rd year project and ive decided to study certain effects on following distances.

Id just like to know how easy is it to get a following distance in time and distance without relying on split times. Id also like the split times not to be included on the screen.

Thanks,
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