The online racing simulator
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evilgeek
S2 licensed
even though i'm generally opposed to using lawyers to sort out problems, i'm with michelin on this one. FIA has been doing some very odd things lately.
evilgeek
S2 licensed
the worst thing is, it wasn't even a high speed crash on a racetrack. lamest wreck evar!
evilgeek
S2 licensed
i'm using an 80/40 clutch pack in the RAC, combined with a relatively soft rear end. puts the power down without getting too tail happy and has half-decent turn in. still more stable on the gas than off though...
evilgeek
S2 licensed
i played GTR for about 9 months, and wanted to love it, but was totally frustrated by the physics. then i got the LFS demo, and during the first lap the rear end came loose, but i recovered, and it felt so real i couldn't believe it. i bought S2 the next day.
evilgeek
S2 licensed
Quote from CSU1 :The 'time consuming' part of this area of LFS is already done,is it not? it's a once off job build a track? No changing code like the other more complicated areas of the sim.


maybe, but probably not. for example, one of the improvement suggestions floating around is to allow cars to drag gravel up onto the track when they go off, and leave oil spills when they crash, and these changes would probably require changes to both the game-engine and the existing tracks.
evilgeek
S2 licensed
Quote from EeekiE :But that would apply to any track currently being used.


yes, it would, which is all the more reason for the devs to be careful about how much content they add themselves, let alone allowing the community to add content.
evilgeek
S2 licensed
haha. everybody knows that neither americans nor the british know how to speak english, and that canadians are the only ones who do!
evilgeek
S2 licensed
Quote from CSU1 :What do you mean by integrating code branches back into the mainline?

to simplify for non-devs, i'll use an example.

say someone publishes a template for a skin. you take that template, and add your own logos and stripes etc to it. meanwhile, the person who made the template makes a fundamental change to it (change the size of the radiator, for example). in order for your new skin to work with the new template, somebody will have to go back and redo a bunch of work.
evilgeek
S2 licensed
real tracks are certainly appealing. it's fun to watch a race on TV and actually recognize the corners having driven them in a game, and i often wish that i could drive the LFS cars on the GTR tracks (because the GTR cars are undrivable, imho).

but i also understand how impractical it is to have real tracks in LFS at this point. adding content that doesn't directly relate to the development of the game-engine is a waste of time. ie, i would only expect to see a new track in lfs if it contained a feature that tested some new physics. furthermore, working in the software development biz myself, i know how time consuming it is to integrate code branches back into the mainline, and with such a small dev team working on the core functionality, having "help" from the community would actually slow them down.

so as much as i would like to see real tracks eventually, i'll wait patiently for the game-engine to be finished first.
evilgeek
S2 licensed
doesn't the weight of the flywheel also have a significant influence on engine braking? ie, heavier flywheel of a typical road car giving less engine braking, and the lighter flywheel of a race car giving more?
evilgeek
S2 licensed
interesting debate. i don't really see the need to take away any options from any of the cars. just pretend not to have them if you don't want them.

but as for adding config options / modeled components, i think the priorities should be:

1) differential preload
2) 4-way dampers
3) brake temps
4) oil and water temps

and maybe sometime in the far future:

-fuel maps
evilgeek
S2 licensed
slight oversteer is fastest.

if you go into a corner too fast you will scrub off speed one way or another, but with oversteer at least you will be pointing in the right direction and can get back on the gas sooner than if you were understeering and pointing away from where you are trying to go.

and while you can get close to neutral, you can't really ever have perfectly neutral handling past the limit. something has to give up traction first, and even the smallest difference in front/rear grip will be revealed when you push too hard.
evilgeek
S2 licensed
haha, nice. anyone else got some?
evilgeek
S2 licensed
anyone? chipped it down to 10.49 but still wondering how much is left to be done.
evilgeek
S2 licensed
the funny thing about it (for me) is that the longer i play it, the less i care about new cars and new tracks, and the more i care about perfecting my driving. i think that's a sign that it's good.
evilgeek
S2 licensed
Quote from Cr!t!calDrift :..
Can't we just agree for once?

i think we can all agree that you are acting like a princess. suck it up.
evilgeek
S2 licensed
Quote from kernelpanic :I've been using this homebrew close-ratio gear setup for the 6-speed gearboxes with much satisfaction, which I hereby call the Provably-Optimal-Gear-Ratio-Set.


1st: 3.0-4.0
2nd: 2.0
3rd: 1.5
4th: 1.2
5th: 1.0
6th: 0.9
final drive ratio: variable

So, as mentioned by the others, adjust the final drive ratio so that you hit max velocity at around redline in top gear (e.g. 3.8 for FXR, 3.7 for XRR). Adjust the 1st gear according to the starting characteristics of the car (e.g. 4.0-5.0 for FXR, 4.0 for XRR).

We now prove the Provably-Optimal-Gear-Ratio-Set theorem.

Proof:
Observe that presented gear ratios between adjacent gears become progressively "tighter" as we move up through the gears. This is in accord to the relative decrease in torque multiplication as the gear number goes up. Hence, we have harnessed the power characteristics of the engine in such a way as to exploit the diminishing torque multiplication of the higher gears by decreasing the change in the gear ratio loads as we move up through the gears. It is easy to see that the Provably-Optimal-Gear-Ratio-Set presents a sequence of decreasing ratios-of-adjacent-ratios. That is,

1st/2nd: 3.0 / 2.0 = 1.66
2nd/3rd: 2.0 / 1.5 = 1.33
3rd/4th: 1.5 / 1.2 = 1.25
4th/5th: 1.2 / 1.0 = 1.2
5th/6th: 1.0 / 0.9 = 1.11

Hence, we have demonstrated our claim. QED


stating the theory doesn't prove it (although i do tend to agree with the theory).

but going along these lines of thinking, wouldn't it be "more optimal" if the ratio of ratios of ratios came out to a constant?
what's a good FXR drag time?
evilgeek
S2 licensed
not that i'm too interested in drag racing, but i was doing some gear ratio tweaking and got my 1/4 mile down to 10.51 seconds @ 211 km/h and i'm just curious to know whether i'm getting close to the mark or not.
evilgeek
S2 licensed
i don't know how anybody can say that driving a perfect race from the poll to the checkered flag is easy. kimi could have got fouled up lapping slower cars or lost focus with nobody pressuring him, but he didn't, and nobody could catch him.

i thought massa did a good job too. perhaps he could have been a bit more aggressive moving up from the back of the grid, but on the other hand, it was the first race of the year, and i doubt he (or the team) wanted to take too many chances.

end then there was coulthard... that move was beyond dodgy. yikes.
evilgeek
S2 licensed
i think you raise good points about the steering lock and ride height. but what do you have against the clutch pack diff?
evilgeek
S2 licensed
Quote from -DrftMstr- :
Evil geek, don't rant about drifters around here. .

i wasn't ranting about all drifters. i clearly stated that i don't have a problem with people driving any style they want, just with drifters who rant and/or expect special treatment.
evilgeek
S2 licensed
Quote from Hankstar :Well, yeah, to each their own. I'm sure most people would agree with you there

But noone likes bloody SHOUTING!

that's why i did it.
evilgeek
S2 licensed
not that anyone who doesn't already agree with me will care or get anything from what i'm about to write, but i feel that irrational urge to spew forth anyway....

IF DRIFTERS HAVE AS MUCH SKILL AS THEY CLAIM TO HAVE, THEN THEY SHOULD BE ABLE TO DRIFT ANY ROAD OR TRACK, AND THEY SHOULDN'T NEED ONE SPECIFICALLY BUILT FOR THEM.

isn't that the point of movies like Tokyo Drift? i mean, are there parking lot designers out there thinking to themselves, man, we really need to design these ramps to make them easy to drift on? no. they build parking lots to park in, and drifters come along and drift in them, and that's half the fun, isn't it? same as skateboarders grinding handrails and fountains and those crazy russians who freeclimb buildings.

i would love absolutely love it if there was a hillclimb in LFS, and if drifters wanted to drift on it, more power to them.

but for the love of whatever you think is lovable, stop the insanity! a road is a road is a road. drive it the way you want to drive it, and shut up!
evilgeek
S2 licensed
Quote from DragonCommando : I was trying to say that you don't have to do alot of work or know what you are doing to get a better ratio set,

and that's why everyone is disagreeing with you. you don't have to do a lot of work, but you DO have to know what you are doing.

ideal gear ratios are highly dependent on the power and torque curves of the engine and the mass of the car, as well as it's aerodynamics, and are dependent to a lesser degree on the nature of the track (speed coming out of turns, lengths of straightaways, etc).

i admit it's hard to go too terribly wrong using the ratios from a real life 944 and adjusting the top speed via the final drive because, as previously mentioned, a road going car is generally going to have well spaced ratios that don't favour any one range of speeds (ie, you wouldn't expect a car that does well on the highway to be sluggish in the city or vice versa). but not going terribly wrong doesn't mean you've done anything right.

i suggest reading the wiki. there are some very helpful and easy to understand tips there.
evilgeek
S2 licensed
Quote from Jakg :imho, pull back for next gear UP, push forward for downshift

aren't airplane throttles are oriented that way too? (pull back to go faster)
FGED GREDG RDFGDR GSFDG