NJMP Thunderbolt Results (15/5/2011)
AM Lightweight GP: 1st
AM Lightweight SB: 1st
AM Ultralight Superbike: 2nd
AM GT Lights: 3rd (on DOT's in the rain)
AM Thunderbike: 3rd
Summit Point Results (30/5/2011)
AM GT Lights: 1st
AM Ultralight Superbike: 1st
AM Lightweight GP: 1st
AM ASRA Thunderbike: 2nd
AM Lightweight Superbike: 2nd
AM CCS Thunderbike: 3rd
In pretty much every race where I finished first, I led into T1 and led the whole race.
Your clutch is clearly not engaging properly. How could this not be the clutch? Being able to go through the gearbox, while the engine is idling, with or without the clutch, is a clear indication of this.
You do understand how the drivetrain works, right? If your clutch were working properly, you'd never get it in gear at a stop with the engine running and the clutch engaged (i.e. foot off the clutch). If you somehow managed to do so, it would stall instantly.
What you both fail to realize is that, as speed increases, so too does the frequency of flex of a particular radial segment of rubber. This flexing generates heat.
I tried the demo for at least one of the SBK games recently (may have been SBK2009) and didn't like it at all. IIRC, they had the brakes reversed such that the rear brake stopped you really fast.
GP-Bikes is the most pure bike sim I've tried to date, made by people who at least have something of a clue when it comes to vehicle dynamics, but it's very much an unfinished project with only a few bikes and 2 tracks. I think it's also based on the ISI engine, which tells you something about the quality of the other bike games on the market that I would actually like an ISI-based game.
By following the directions quoted in your previous post.
1. Under "Search by User Name," type in your username and select "Find Posts by User"
2. Under "Sort Results by," select "in Ascending Order"
3. Under "Show Results as," click "Posts"
4. Click "Search Now"
5. Click the first result.
I think you're doing Step 5 wrong. You're going to the bottom of the last page of the results, when your first post is on top of the first page. That's what "Ascending Order" means.
My first posts were obliterated long ago from RaceSimCentral's archives. Among them was a setup for the GTT (now known as the XRT) called "Grippy," which, despite being a pretty crappy set with my limited setup skills at the time, ended up being fairly popular among those who could not handle a truly fast setup. I only had a joystick at the time, with digital throttle.
My first post on LFSForum, being a geek as always:
I think you're hugely oversimplifying the problem. It's not as simple as determining the total kinetic energy of the vehicles involved and dividing it evenly. Momentum, like velocity, has both a vector and amplitude. Also like velocity, momentum is relative. A head-on collision is going to have a much greater energy transfer than a T-bone, even if both vehicles are traveling at the same speed and have the same momentum. Under the same conditions, a rear hit is going to have almost no transfer of energy.
FF curve adjustment is through the use of the overall force slider in the Windows controller options. Values greater than 100% result in an overall increase in force, but that increase is greater at the center than the extremes. Or at least so the theory goes.
Maybe try jacking it up to 120% and see how it feels for you then. As always, adjust the LFS FF setting accordingly.
Aero adjustments should not be considered a band-aid for poor handling, though. A good, balanced suspension setup* is key to proper handling, especially at lower speeds.
*not too soft, not too stiff, maybe a slight bias toward understeer or oversteer based on driver preference, plus reasonable damper rates based on spring rate and driving style requirements. Bob Smith's VHPA can help a lot with determining an appropriate spring rate (based upon the desired frequency) and the critical damping rate.