The online racing simulator
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Hallen
S3 licensed
Technically, a lot of cars have the speed sensor mounted to the differential. If it measured pulses off of one ring gear or the other it would be possible to spin one tire and still not see the speed spike on the speedometer.

Just adding fuel to the fire. :tempted:
Hallen
S3 licensed
There are some very interesting points in this discussion.

1) I agree that the slow speed slides that never stop are... odd, to say the least. I think this is a problem in the sim engine, but who knows what right now. I do think that it has always been this way. I have never driven a race car and I know you can't feel the g's, so I could be wrong about this. I think this issue does happen with all the cars too, not just the ones in question here; just not as bad.

2) Bob's easy race sets are simply wonderful. I did find the FZ50 to still be too oversteery in certain situations. Maybe the update he just did fixed it. I found the set that I did better (for me), but I would really like to try the new set. The RAC is outstanding with Bob's easy race set. It is really fun to drive. It is still difficult to drive fast, but that is as it should be.

Getting rid of the throttle off dramatic oversteer tendency is critical for driveability of these mid/rear engine cars or the rear weight balanced cars. With the way the back end can be so hard to recover once a slide starts, it is important to keep this under control. I was able to drive the LX4 and LX6 relatively well in S1, but it took a good set that behaved more like a front wheel drive car than a rear wheel drive car. You still had to be ultra careful not to spin wheels while turning though.
Hallen
S3 licensed
Turn on the light switched, maybe it is a switched outlet???

The connector on the back can be a pain to get in there right because of the angle. Other than that, you must have a broken wire in the power cord. Can you check with a volt meter to see if you are getting power out of it (do not use your tongue). If it ain't that, then see about returning it for a replacement.
Hallen
S3 licensed
Funny, I have been trying to convince a few more friends to try LFS. I found myself one day describing one lap on Westhill to them, just like you did (they were somewhat amazed that I knew the track that well). It sounded very much like your story. I loved it. I could picture every corner in my head, I felt the anticipation and the dread of going as fast as possible while still keeping the greasy side down. I realized that I fight the same things you do while running that course. It is exhilarating.
One thing I would have mentioned is the dreaded sand trap on turn 8. That off camber turn and the speed you carry puts that sand trap into play every single lap.



Well done.
Hallen
S3 licensed
I am disappointed with some of the comments in these posts. It is fine to disagree and state your point, but most of the arguments above ignore simple facts and in some cases, are downright rude.

It is not a bad idea. It is an idea that has merrits and detractors. Just stating it is a bad idea only proves you have not thought about it.

If you think it would take too much time, or would be distracting... then don't use the feature. It would not be required. Plus, it could be limited to offline racing only.

The "it is not in a real car" argument cannot be rebutted directly because it is a narrow view that ignores all the rest of the things we have that are not in a real car. It does not address the particular issue at hand (see below). However, indirectly, you can look at it as just the same as having a driving instructor with you in the car as you learn the track... something that is extremely common in a real car on a real track.
The "it is not in a real car" argument is valid if backed up with a valid argument. It is not a point unto itself. I think this argument could be applied to the racing line suggestion above. However, this is still an area of opinion that has varies from person to person. I would see the racing line graphic as being too much like a game, and not enough like a simulator. Plus, there would be other, more realistic ways of accomplishing the same thing.

There are so many things in LFS now that you don't have in a real car, it is hard to justify any argument based on that assumption alone. For example, do you have text pop up on your windscreen that says "Sorry, my fault" when someone bumps you on a real race track? In a real car, you can't communicate with other drivers at all until after the race. (Other than throwing them the finger).
Hallen
S3 licensed
Cool.

Why did you break the wheel like that?
Hallen
S3 licensed
Quote from Nard :Do they make deals if you book a whole charter plane as one group?

Yes, yes they do. It ain't cheap though. As a bonus, I could be the pilot. I am licensed and I work cheap.

2 Hour drive is too long for this???? Are you NUTS? I used to commute that far every day (each way... up hill... in the snow... ). You can't even get half way across the state in two hours. It takes 5 just to go visit my sister, and you don't even leave the state, or the west coast for that matter and it is due East of here.

Sounds like a good idea. Too bad I used up my vacation time going to that silly ALMS race.
Hallen
S3 licensed
I think this says a lot about why so many people have problems controlling these cars.

These times are all in the super car range (except for the UF-1000 of course). There is a lot of power there trying to get to the ground.

The UF-1000 is also interesting in that there are many street cars out there that can't do an 11 second 0-60. In fact, there are many that can only do it in 14 seconds (yes, I know there are many that can do it faster too). The UF-1000 feels soooo slow in the game, but in actuallity, it is very close to your normal street car speeds, at least for acceleration.
Hallen
S3 licensed
Yup, the UF-1000 is a one trick pony. That trick is called momentum. You lose it, you lose the race. It does not have the other ponies (horsepower) to compensate.

Like Bob says, it is a difficult car to drive quickly. 4 seconds off the pace at Cadet is quite a bit since it is such a short course. Don't get discouraged. Download some hotlap replays. Watch the lines and brake points. See how they maintain speed through the corner. Watch for where and how much they get back on the gas. Drive as smoothly as possible. Try to find Bob's easy race setups listed here on the forum. They are quite good. Don't change anything on the sets, just drive them. Figure them out, see how they behave. You will get faster.
Hallen
S3 licensed
I run a PII 333MHz box with about 196MB of RAM. I am on a cable modem. I can host up to 12 without a problem (so far).

So, my pitch for more servers, if you have a cable modem and an old computer, fire it up. It will work and you will have your own dedi server. It does not take much technical knowledge and it is generally easy to administer.
Hallen
S3 licensed
Paypal. It works and it is as safe as you get.
Dedi Server show settings command
Hallen
S3 licensed
It would be very nice if there were a server command like /showsetting that would display settings like number of laps, qual minutes, start order, etc.
Too many times other admins have changed the settings and I would like to review where everything is at, but you don't have a way of knowing all of the settings.
This is a low priority request, but it would be handy.
Hallen
S3 licensed
You make some good points. I think the Race_1 sets, especially for the LX, RA and FZ cars should be much more balanced then they are. It would give a much better impression of those cars to drivers trying them for the first time. Also, I personally think the brakes are generally set too high and too far forward. The basic sets provided with the game should not be "on-the-edge" max hotlap speed types of sets, but 60 lap tire saving consistent types of sets. Once the player gets good and consitent laps out of these sets, then they can start tweaking to get the car more to their liking for speed. I personally really enjoy tweaking sets, but I like to have something close to start with.

As far as the sliding goes, well, lets just say it has been dicusssed a lot.

It does seem that with the cars that have a rear weight bias, that the slides are harder to catch than they should be. This could mostly be the result of us not being about to physically feel the back end kick out at the beginning. Or, it could mostly be poor setups. I think both definitely have an effect. It could be the physics are a tad off... almost like the tires tend to stay sliding once they start sliding instead of wanting to regain grip after they start sliding.

But I think the main point of your post was that the setups provided with the game should be improved for stability and to provide a good base for learning. I would have to agree with that.
Hallen
S3 licensed
hehehe, you've fallen off the edge of the world dude. Gravity works, even when the ground isn't there
Hallen
S3 licensed
I think it is the artistic bug in you coming out a bit. I can do some pretty cool things with Photoshop, but I have no real artistic tallent. I know how to use Photoshop to get what I want, and I can "paint" cars pretty well while using it. This is definitely gratifying.

Skinning is fun. It is creative and it is cool. But racing is more fun. I do find when I get a little tired trying to improve my times, or I just don't feel like driving, a little skinning can be just the ticket.
FGED GREDG RDFGDR GSFDG