If you have a replay (or this happens again) use forces view (F). This will show you how much force is on each tyre. Anything up to green should be gripping and not make any noise, red means that tyre is sliding. The longer the arrow, the larger the force, so if it's slipping, a longer arrow should (I think) mean more noise from that tyre.
This should confirm exactly which tyres are slipping and making noise, and how much, then compare with what you hear etc.
Edit: also don't forget to test in Z if you have a replay. AFAIK, nothing in the sound engine has changed in the test patches, so any sound problems should be consistent with Z and therefore shouldn't really be in the Z10/test patch forum
Whether LFS looks in skins or skins_dds depends on whether you have textures set to 'full' or 'compressed' afaik.
Full = jpeg = skins/
Compressed = dds = skins_dds/
(yes I know jpeg is a compressed format, but it's uncompressed when stored in graphics memory. dds is a format with optional compression which graphics cards can read natively, therefore using less graphics memory)
I believe this may be an issue about how vista detects full-screen apps. In XP, full-screen games load a full 3d environment etc, which is detected by windows and stops the powersave. In Vista, the desktop itself is a 3D environment, so vista may not actually know a game has loaded.
Media players usually have to disable powersave themselves (I assume theres an API command to do it) and many have this option in the settings. Some do it automatically and some (like the POS that came with my TV card) don't do it at all so the monitor turns off while watching TV. It may be possible to implement something similar in LFS to properly disable monitor powersave funtions.
*Disclamer:
I pulled the 'how windows detects 3d apps' theory out of my arse - I'm probably completely wrong on that, but disabling monitor powersave in a similar way to media players should still work
Were you using road tyres or racing tyres in your 200SX? Do you know exactly how hot they were getting? (ie over 150 degrees C like in your hot tests in the video)
Tyre physics are notoriously difficult to model - as proven by the many improvements in LFS's model, yet it's still widely considered to need further improvement. iRacing is just another simulator - do we know if they had better tyre data than what Scawen has been given + researched?
There are a lot of variables and unknowns at play here as well as a lack of real world comparison with similar tyre compounds and treads with accurate temperature and grip data.
Do LFS's tyre physics need improving? Almost certainly
Do we really know how accurate they actually are? Not really
The CPU could also be a problem. I don't know how fast it is compared to others, but the fact that it's a single core celeron leads me to think that it could be the cause.
Make sure you have ALL background programs/processes that you don't need closed while playing LFS. They could very well be causing the freezes. LFS's physics engine is very CPU intensive, and there isn't really any way to reduce it's CPU usage.
If you turn the graphics settings down to absolute minimum (including resolution) and you don't see any improvement in performance, then the problem is more likely to be the CPU than graphics.
If you get 'up to' 8meg it'll be through BT. I believe O2's LLU service is 'up to' 24mb ADSL2+ (same as Be).
edit: BT's 8meg network is pretty much nationally oversold. The '8meg' national average speed is something like 3.5mbit. The O2/Be LLU system seems ok though (I'm with Be)
Can be done using two computers (one for LFS, one for other stuff) running synergy to be able to use the same keyboard/mouse on both. Of course, that's only helpful if you have two computers...
If you run LFS in a maximised window (in windowed mode, not fullscreen) on one monitor, you can still do other things on the other one.
LFS will still be visible but will loose focus, so you'll have to select the LFS window again to use the mouse/keyboard with it. Game controllers should work regardless of whether LFS has focus or not IIRC.
It's probably worth mentioning that clutch strength in LFS is calculated based on the torque (same calculation in nearly all cars iirc) of the engine.
This is presumably why you have to try *really* hard to burn it out in a car with mountains of torque, like the FZ5 and it's so easy in some others.
As mentioned somewhere above, the auto-clutch does tend to 'ride' more than it should. I discovered that over Christmas when I had to use auto/button clutch instead of my G25 for a while - first time I've ever got a clutch too warm while racing (aside for a few times in the RB4 - I abuse that car too much sometimes ).
As mentioned above, i think torque has a lot to do with it. Most cars in LFS seem to have less torque at low revs than most road engines. (LFS engines are designed to be used for racing, so it doesn't make much, if any, difference when used for racing)
Easy torque comparison: compare a TBO car with the FZ5. The FZ5 has mountains of torque comparatively thus is much easier to set off without using the throttle at all.
Physical feel (or lack thereof) also has an impact of course.
The mouse/full lock glitch doesn't happen when using a mouse in 2-axis/wheel mode, only when in mouse/keyboard mode.
Switching controller modes, shift+p and shift+s don't fix it - although while in the options pages (shift+o), the wheel gets centred until I exit options (I assume it's ignoring mouse inputs when in options).
Aside from that and other known issues (flickering rims etc), I've had no problems with Z9.
I assume they were made obsolete because of the OOS bug - one person with the wrong setup running Z4/5 could force several others to loose connection to the server at the same time. As this bug was fixed in a later version, it makes sense to make the old ones incompatible.
A lack of ABS in the XFG is unlikely to be the reason - you can't post hotlaps in the test versions anyway.
Oops. must have been a figment of my imagination, no idea where that came from. Sorry, guys
mental note: pay more attention next time...
Personally, I think that a moving dot style g-meter would take up too much room ingame. However, I did knock up a quick 'n' dirty one in VB using OutGauge several months ago that I sometimes use on a second monitor that wasn't too tricky to write.
The g-meter has been around for quite a while (long as I remember - not sure when I first noticed it though).
It appears at the bottom of the ingame F9 screen (tyre temp/wear etc).
The change in Y19 is simply a different font which looks like a 5x7 LED matrix type display to make it fixed-width and therefore neater.
Scawen: for future reference (you probably already know this) the arrow and circle symbols (amongst others) are on the unicode character set if/when you ever choose to implement it. I appreciate that this would mean changes in various places including InSim, thus probably causing more effort than it's worth at this point.
Up, Down, Circle are U25B2, U25BC, U25CF respectively
In Y19 (and Y20) I've noticed a few of the symbols in the fonts have gone missing. Specifically, the solid circle, up and down arrows - I'm assuming this has somthing to do with the new G-meter display (looks cool btw ). Those characters are quite useful, particularly in insim displays when used for indicating directions.
Any chance they could be put back in? (or are they still available through other means?)
ps. Liking the new replay controls, they're very useful
Edit: looks like the font issue is the same thing as post #320
tested on both XP Pro SP2 and Vista HP SP1
I've had this problem even before patch Y, so its another issue somewhere. Happens on random cars at random sessions, haven't found a way of reproducing it yet.
pastorius: I have a couple of suggestions that may help
1) Make sure you're installing it to "whatever\LFS S2 Alpha Y\" and not "whatever\LFS S2 Alpha Y\data\"
2) If that wasn't the problem, chances are its Vista's protection of the Program Files and documents folders. Try installing LFS to something like: "C:\Games\Live For Speed", then install FlipCams into there. This is where I have it installed on my Home Premium laptop and it works fine.
I made a small app a few of months ago that may be suitable.
IIRC it spits out all the data received from OutGauge patch X spec, including a few things not implemented yet.
Also has calculations for:
Fuel efficiency (mpg)
Range (kind of useless)
Top speed (resets after 10 seconds)
Looks a bit crap so I'm not sure how useful it'll be.
All units are imperial but I can probably compile a metric version - I think I added conversion units for both when I made it.
Listens on UDP port 40000 so you'll have to edit your cfg.txt file to look somthing like:
OutGauge Mode 2
OutGauge Delay 6 (change if you want a different update rate)
OutGauge IP 127.0.0.1
OutGauge Port 40000
Written in VB6, so you'll need whatever runtime thingies needed if you haven't got them already.