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DaveWS
S3 licensed
2:09.51 . GL Dan!
DaveWS
S3 licensed
Quote from JasonL220 :same feeling

i don't remember it being such a bitch when i tried it about a year ago.

Yup. It's quite bizarre, because I have no problem whatsoever pushing the Lotus to and past it's limit. In the Mazda I can get away with the most ludicrous of corrections at times, and other times a tiny balancing correction is met with instadeath. I reckon I have a WTF moment one in every 5-10 laps in it. Not good. So I think I'm done with it.

My favorite cars for now are definately the Skippy, Lotus, and now the Jetta as well. In LFS I tend to prefer the faster more challenging cars, simply due to how much more rewarding they are, but in iRacing the Jetta is so much fun in that pushing over the limit is very low risk compared to the Mazda. I've bought Sebring now, driven 10 laps or so so far, pretty good fun.
DaveWS
S3 licensed
I think its more a case of the tyre squeal sounds are too high, like in all cars IMO.
DaveWS
S3 licensed
After having another shocker in the Mazda, (god that car just brings up all of iRacing's flaws, I'd like it to go burn in hell for eternity please) I decided to use $15 of my remaining $25 credits to get the Jetta. Man. So much more fun. I've only done a few laps at Laguna, but it's nice to be able to push a car without it snapping away from you before you have a chance to see what happened. In fact I might get Sebring for next week...
DaveWS
S3 licensed
Quote from The Moose :I don't get any steering lag at all. Vsynch off and pre rendered frames set to 0. Its perfect.

Neither do I, but only above 130 fps. Below that and things begin to get laggy. In LFS you get no lag with as low as 50 fps. (And no I don't mean capping the fps, I mean true fps.)
DaveWS
S3 licensed
Quote from Intrepid :How about removing the steering wheel from the car. Considering you have a wheel in your hands why would you need a graphical representation of it distracting you?

I've never understood this weird visual steering lag thing. Seems dumb to me!

Heh. I actually always have the ingame steering wheel turned off for those exact reasons. I turned it on because the steering suddenly felt less connected to the front wheels after I turned on lots of AA, and I wanted to see if it was due to steering lag. So I only have it on for testing for input lag.

I don't think the lag is just visual though.
DaveWS
S3 licensed
Just had a quick go with the new beta. Still not quite sure what to make of it. Seems like an improvement physically over 1.03, and the sound is definately much better than before.

Several issues though; the tyre squeal is very nice, and pretty convincing, but way over the top. You only have to push the car to within 50% of the limit before the tyres start screaming at you. From my experience you have to push a tyre pretty damn hard before it starts making so much noise. It would be nice to have a subtle scrubbing noise when you aren't pushing too hard. I'm also pretty certain that the front tyres aren't producing any tyre squeal whatsoever either. If you induce lots of full lock understeer, no noise, and even if you lock the fronts up, no noise..

The rumble strips are also extremely loud, and I'm getting no external engine sound when the car is not within a few metres of the camera.

Finally, why is it that LFS is the only sim which doesn't require 100+ fps to get managably low steering lag? I tried applying lots of AA, and my fps dropped to 80, but the steering lag was seriously poor at that framerate. I found it needed to be over 140 fps before there was no noticable input lag.

P.S. This is only what I've noticed with the F1600, as I only have the demo.
DaveWS
S3 licensed
Good job he had a hangover and couldn't start for us then!
DaveWS
S3 licensed
DaveWS
S3 licensed
Voted, good luck dude.
DaveWS
S3 licensed
Quote from Niels Heusinkveld :not here either.. can you double check the install? Perhaps its looking at another engine or something.. lets hope its not a bug

Ok. Basically the .wav engine sound samples included in your mod are all recorded / or edited to play at 3000 or 1500 rpm. However, if you set these rpm's in the .sfx files, the ingame engine pitch is too high, and equates to around 9000 rpm at the rev limiter. It might be an rFactor related cock up, but that's what happens. In the .sfx tweaks I posted above, I've set the natural played rpm's to 2025 and 4050 rpm to compensate for the "bug". If you try it out, both cars sound more natural, especially the GZ version, which in the original version had completely wrong rpm values causing pitch's to clash nastily on and off throttle. Both original's also had the idle rpm running half pitch ingame what it should be.
DaveWS
S3 licensed
Quote from Niels Heusinkveld :It doesn't? It revs to 6700, the sounds in the SFX go up to 10.000 rpm if you downshift from 5th to 1st instead of 3rd gear, otherwise that would be silent.

Nope, that's not what I mean. If you enable the virtual rev counter you can actually see that it is revving to 9000rpm.
DaveWS
S3 licensed
So anyway. Despite the shown rpm not matching the actual physical rpm, I've made a quick sound "fix" with slightly fudged values so it's sounds like a proper Supra revving to 6700rpm... Feel free to tell me off for fiddling with your mod Niels, if you'd rather I didn't post these.
DaveWS
S3 licensed
Quote from Crashgate3 :Really nice to drive, I like it

The engine sounds are a bit odd though, it sounds like the samples aren't playing at the right pitch - as you accelerate and the high-rev sound comes in, it's at a different pitch to the low-rev sound that's being faded out.

Yup, the cars feel great for rFactor cars, good job with the physics Niels.

However, as crashgate says, the sounds are all over the place atm regarding pitch corresponding to the actual rpm's. I decided to fiddle around with the .sfx files, and made a wierd discovery. Niels, why is it that the car actually revs to 9000 rpm?? The in car rev counter displays less than what the actual rpm's are at, and therefore if I match the natural rpm's of the engine recording's to watch they should be, the car sounds like it's revving to 9000 rpm rather than 6700 rpm??
DaveWS
S3 licensed
Bump. It would seem this is completely dead?
DaveWS
S3 licensed
If we do have a return of a CTRA like system, this is a copy of the PM I sent to LR Race Center (who didn't respond), with my thoughts on how the points system could be bettered:

Quote :This is intended as constructive cristism for the points system used on your servers. I know you wanted to replace CTRA with your servers, and to an extent you have done. But I was never a fan of the CTRA points system either. The main problem I have with it is how it awards racers who drive the most races, regardless of how good they are. Basically as it is now, you need around 60(?) wins just to drive the TBO cars and get to advanced level. This is simply rediculous IMO.

A lot of people claimed when iRacing announced its "FIRST" licensing system that they were copying CTRA, which is absurd. In iRacing it's possible to complete only 60 races and still be ranked the 4th best rated driver (Greger Huttu) out of 10,000 + racers. This is simply not possible in any system similar to CTRA.

It works for several reasons:
- You can score relatively vast amounts points for a race win or above midpack
- You can LOSE just as many points for low finishes
- You score more or less points based on the average ranking of drivers in your race

What this means is it's possible to climb the ladder very quickly, but at the same time, it's possible to fall back down if you aren't a good enough driver.

In a CTRA like system, you can never lose points by finishing badly in a race, so it's a licensing system whereby how good a driver you are actually means shit. It's about completing as many races as you can.

This results in racing where 90% of anyone racing on your servers can only drive the slowest cars, and 9% of the ones who can drive the faster ones don't as it makes for boring racing. The remaining 1% who do drive a faster car in a full grid of XFG's end up winning race after race on their own while driving 5 seconds off the WR.

iRacing have got it right, it would be good to see something similar in LFS.

DaveWS
S3 licensed
Grats guys!
DaveWS
S3 licensed
Quote from Gabkicks :I was going to ask where I can see the TDi cup live, but I've been told live timing is only available. Prather's pretty far off pace :/ for the qualifying results.

I think he's doing great so far. It's a lot to get accustomed to. He's only had 15 or so proper laps in the real thing, ever, so to be within 5/6 seconds from the fast guys on a near 3 minute lap is very good, and I'm sure he will improve further.
DaveWS
S3 licensed
I agree it's not as amazing at it sounds IMO. I bet if you were to jump up and down on your toes on one foot you could be generating 2000N (equivelent of ~200kg) easily in short impulses...

And anyway, your body wants to move forwards relative to the car during braking so 100kg sounds easily achievable.
DaveWS
S3 licensed
Did they scrap the "win 15$ (?) credit for a season win in a series" thing?
DaveWS
S3 licensed
Great magazine guys, thanks.
DaveWS
S3 licensed
Quote from niall09 :You have caught teh ghey

lmao
DaveWS
S3 licensed
She hasn't got the hottest face, and the music is pretty horrible, but you can't argue, the ass is nice. Anyone who thinks she's a man needs to consult their own understanding of what makes a women attractive. lol.
DaveWS
S3 licensed
Just went round in 1:27.572. This combo is awesome fun.

Replay and set: http://members.iracing.com/ifo ... sageID=585138&#585138
DaveWS
S3 licensed
Tweaked my setup quite a bit for Silverstone, such a blast. T1 flat is awesome. My best so far is 1:28.7, but a mid 27 is possible with more laps / tweaking.

Edit: Now 1:28.1, optimal is 1:27.6
Last edited by DaveWS, .
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