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Hallen
S3 licensed
Quote from JeffR :I have a momo racing wheel and pedals, but the right paddle shifter has a switch bounce problem, and it's a pain to setup so I don't use it anymore. I've considered buying a G25, but it costs as much as a pretty descent radio control eletric powered helicopter (these are cool), and the helicopter will come first.

Do you have any other old controllers laying about, maybe an old Microsoft Sidwinder joy stick or something? If so, you can easily fix that shifter bounce problem. I removed a microswitch from an old joystick and soldered it onto the board in my DFP when I ran into that problem. Works like a charm.
It doesn't solve the problem of it being a pain to setup. That is solved with a semi-permenent setup for the wheel and pedals.
Hallen
S3 licensed
Quote from hagenisse :I don't get why people interested in a simulator would want anything like that, but whatever floats your boat. Its not cheating imo, but I do consider it somewhat lame.

OT: Am I the only one that find LFS to be easier and easier to drive for each patch...?

Well, he is using a joy stick instead of a wheel in the first place. Simulating a real environment is not a high priority.

There are situations in the real world where cars that would normally require a throttle blip and clutching on down shifts were modified to use a button to do the blip. If the sanctioning body OK's it, then it is a go. Not a big deal.

If you can figure out how to make the scripts do an auto blip for you... that's your prerogative. It is kind of like finding a technological solution to a problem in a real car.
Hallen
S3 licensed
The biggest problem is that it sounds like you are driving in pick up races on busy servers. There is no commitment from some people in races like that. They wreck in turn 1 and start spamming for a restart. You just have to laugh at them and carry on. The race will most likely be a short one anyway.

There are two ways to avoid this.
1) Race in leagues. T1 incidents still happen, but it is more rare and there is usually a way to punish stupid behavior.
2) Join a good team that manages a server and get active. Police your own server and try to keep it as clean as you can.

This kind of crap happens in real racing too, especially pro racing. Just look at BTCC for one example. They are all short sprint races and getting as many spots on the start is critical. It leads to nasty things in the first few corners pretty regularly.
Hallen
S3 licensed
Quote from DragonCommando :Exactly.

So many people have become so crazed over heel-toe, they fail to realize that it's not the only right way to do it.

On a car setup properly for not using heel/toe, you don't NEED to heel-toe.

My dad actualy does it an odd way, he puts it in nutral and finnished braking, and then puts it in the right gear and clutches out as he hits the throttle.

I asked him if that takes control of the car away from him, and he showed me why it doesn't. It takes the same time both ways to get the power back on, and they both are just as smooth.

And the cars he drove where all muscle cars, big V8s with alot of power.

He also owned a Datsun 280xz SE. Manual transmission of cource.

Fixed that for you

Sounds like your Dad is using a style that derived from the need to double clutch. It doesn't matter either way. Being smooth is the most important part. However, you have to have the car engaged in gear before the corner entry. Even if you are careful letting the clutch out, the rear will grab, and around you go. Also, you need to use maintenance throttle through the corner and you can't do this with the car in neutral.

The only absolutely necessary thing to be fast is to insure that you have the car in the proper gear for exiting the corner.

However, using proper heel/toe technique in a car setup for it, you will be faster than not using it. Most cars will benefit from using heel/toe and you would be sightly slower in those cars if you were not using it (for most of us though, it wouldn't matter. Only really skilled people can demonstrate the difference). Yes, if the car is setup to not use heel/toe, you will probably be just as fast.

I personally think that you do have more control using heel/toe. But that is my opinion.
Hallen
S3 licensed
Quote from Ball Bearing Turbo :Great thread.

Just to comment at Eric:

Indeed, if you have any coast locking power, locking even ONE driven wheel will drag the engine down because of the clutch pack's resistance, and this would happen IRL as well. I didn't clue in that a driven wheel was actually being lifted, I just knew it was being either totally or partially locked - but this makes sense 100%. It's not a bug at all, just proves that the coast lock is in fact alive and working.

Perhaps if the torsional strength of axles is considered, then things will get interesting. Thinking of that 20 degree twist on the DP1 axles, this would affect the stability of locked diffs on tarmac in LFS. Imagine having those axles storing and releasing energy based on their tire's grip etc, will be great and should help make the locked diff setups appropriately skittish and frightening .

Of course, Scawen COULD simply remove the option for a locked diff for patch Y until this whole thing is sorted, problem solved no harm done

One commented line of code would mean no more locked diffs, a perfect complement to the banishing of flatshifting - patch Y becomes learn to drive properly heaven!

Maybe we should start a petition in the General forum before he compiles Y :

Yes, I am not arguing that locking a wheel will bog the engine down if you don't have the clutch disengaged. However, what I am saying is one of two things
1) It is too easy to bog the engine down. There should seemingly be more "slop" in the system or there is something missing. I think the engine inertia increase has helped to a degree. I think possibly modelling the torsional twisting of driveshafts, guibos, subframes, diff mounts and tranny mounts might also help a bit.

2) The locking power of the brakes are too high. Even with reasonable values in the brake settings, it seems that rear wheels lock too easily. This could be because of aggressive downshifting, but I don't think so. If anything, aggressive downshift makes things better rather than worse. Even with setting the bias very far forward, you still have this problem. (this might be related to logetudinal tire grip issues too??)

It mostly does happen when you are turning even just the slightest amount.

Anyway, it just seems unnatural to me. It is totaly subjective on my part and it might simply be because of whacked out settings for the car.

I think the losing the locked diffs entirely is unrealistic. They do get used in the real world. But, it would be nice to force people into using more reasonable setups for the cars.
Hallen
S3 licensed
Also, heel/toe doesn't necessarily literally mean heel.

The most common practice that I have seen and heard described is a more rolling motion with your foot.

You brake with the ball of your foot in the lower right corner of the brake pedal. Your foot should overhang the gas pedal. (This is where it is critical to have the right brake pedal height otherwise you end up applying gas when you are braking because the outside of your foot hits the gas.)

When you are ready to blip, clutch, roll your foot using the lower or mid outside of your foot to blip the throttle, change gears, and declutch. You must maintain steady pressure on the brake pedal without lifting up on it. If you lift up, you will get very jagged braking and risk a lot of lockups when you press back down again.

The main point here is that you do not need to rotate your heel over the gas pedal and kick down with your leg. That method is valid too, but it is not used as much as the rolling method (from what I have seen and heard). I think the actual heel method requires either a wide gap in pedals or very small feet.

I have my pedals about 2.5 inches apart. This is about the same as my real car. It is close enough to do the rolling method for me with my foot size. This method does pretty much require shoes (or "house" shoes like I use) of some sort. Otherwise, your foot gets very sore from holding a lot of pressure on the corner edge of the brake.
Hallen
S3 licensed
Quote from Scawen :I've looked into this BL2 clutch issue but can't find an easy solution to it. I tried increasing the clutch grip but it didn't help much, I'd have to increase it so much the whole clutch thing wouldn't work properly any more.

We are too close to release to do anything about that I think. It's not your fault, you can blame me for running out of time, but I'm just warning that no matter how much it is discussed, I think that will just have to be a known issue. Also it needs research, I'm not sure what a real XF GTI road car would do if subjected to that kind of abuse. Healthy clutch slipping is possible, my bike can even do it if the wheel takes off and lands again at full power in third gear, the clutch can slip a surprising amount, and this happened when the bike was near new, now 10 years later the clutch is still perfectly healthy. I don't know what would happen to a real road car at full torque jumping up and down like that.

But then for now I can't get into a discussion about that, I'm just trying to fix actual prioritised bugs that can be done quickly.

I can live with that.

I think the most important thing we can do to avoid clutch over heating is to make sure our gear ratios are set pretty closely. It takes a lot more work to fry the clutch if your gear ratios are setup correctly.

Just another data point for future consideration.

I setup an XRG with power, weight, suspension and gearing like my real life BMW E46 3 Series.

In less than 5 laps, the clutch was over heating. I used the exact gear ratios and diff ratio from the real car. The clutch does slip a lot between shifts. This can be minimized by very carefully insuring that the clutch is all the way out before touching the gas. This is not realistic because I can shift much more aggressively in the real car with no problems. The gear ratios ove a street car are very wide and this causes the RPM's to drop a lot and this seems to lead to more slilpping in the clutch on gear changes.

I do track my real car. I do 20 minute sessions around a 2 mile, 12 turn track. I do not heel/toe because of problems with my brake pedal travel so you would expect that this would add more heat to the clutch. I do heel/toe with LFS.

I think the clutch travel in LFS does contribute some to the over heating because the initial engagement to fully engaged range seems too long.

Thanks for listening Scawen, and a big thumbs up on this latest release.
Last edited by Hallen, .
Hallen
S3 licensed
Quote from Drunken Predator :Damn i should have wished my wife to disappear!

Dude, strike two!
You should wish for your wife to look like <insert favorite super model here> and to be infinitely wealthy. Then you could go race real cars.

+1 on the direction of the changes Scavier has made (in general). I think they jumped the gun on the look function (which then got fixed), but in principle I agree with it. But the mirrors need to be better first.

Now I just need to get longer screws from my ECCI pedals so I can raise up the brake pedal for better heel/toe shifting (or is that heal/tow?:tilt
Hallen
S3 licensed
Quote from Glenn67 :
With the new engine intertia improvements I have found this problem to be almost non existent now Since X30 I've been setting up the LSD with 20-30 Power Locking, 30-40 coast locking and 20-60 Prload with very good results.

I was hoping the engine inertia would help with the problem. I think you are right, it has helped. I have been trying it out with LSD setting now too. I only brought the issue up because I wnated to point out one of the reasons, however unrealistic, that locked diffs get use.
I think... hope... that patch Y will allow us to use LSD's and make locked diffs a thing of the past.
Hallen
S3 licensed
I agree with your thinking on this, although I don't know enough to suggest LSD clutch settings.

However, the reason I end up using a locked diff sometimes is the engine bog down problems. You hit your brakes, the engine bogs down, and you end up with this weird skid problem. It only happens on LSD cars and usually only happens if you are turning just a little bit (ie trail braking or a slight bend in the brake zone). It is not so bad if you are going perfectly straight.

I try to use LSD (the diff that is) whenever I can, but I find in the GTR cars, even with setups I have made from scratch using some of Bob's tools, I still have this strange braking problem. I have tried reducing the amount of brakes to the point where you can't lock up the tires, I have tried moving the brake bias mostly to the front, which helps, but also severely handicaps you in a race. Nothing really works effectively, so I end up using a locked diff.
Hallen
S3 licensed
Quote from farcar :I've got a Momo too and am currently using a wheel button as the clutch which is not ideal. Anyone know if there is such thing as a standalone USB clutch?
Else, do pedal sets like the ACT labs ones work OK with Momos wheels?

It depends on what you buy. I know with my ECCI pedals, you can buy a set that works through your DFP or G25, or you can buy the type that are a stand alone USB controller of their own. I started with the former, and upgraded to the latter.

I am sure ACT labs is similar.
Hallen
S3 licensed
Quote from Californian :http://nl.youtube.com/watch?v=Kh2_kF_2l2U So the blipping is becoming popular

lol, I don't know what game it is that he is playing there but in a real car, if you jab on the brakes like he is doing there, you are going to spin. Or, at the minimum, be locking up every single time.

Game pedals make it hard to heel toe. The brake pedal level is always lower than the gas pedal when braking and the brake is way too soft over its travel.

Adapt and overcome!
Hallen
S3 licensed
And just to clear things up with the DFP POV button. The POV buttons cannot be programmed to do two key presses and two key releases. If you don't do the key releases, the view will simply turn 90 one way... and the view will stay there. You cannnot get back to view forward again. If you do the key releases, the view will just rapidly cycle from side to front to side and back again very quickly.

I don't think this is a bug in LFS, I suspect it is how the POV button works. It is odd, but that is the way it is.

It works fine to do one key press and release. You hold down the POV button, the view turns, you release the button and the view returns to the front. So, a separte key for 90° would be usable, but the combined keys as they are now cannot work.

I am trying to figure out an LFS script to make this work now, but I am unfamiliar with the commands so it will take some learning.
Hallen
S3 licensed
I don't know where to put this, since it is really not a bug, it is not a physics problem, it is sort of an interface problem... so I put it here.

Please reconsider the look function for 90° and 45°. Keep the 45° view, but please map a separate key for the 90° view. A POV control doesn't seem to allow mapping a double key press for a 90° view.

The problem is simple. If you look at the side mirrors on the XRG for example. You can see an object like a cone directly behind the car. You should not be able to see a short object that is perfectly centered behind the car with the side mirror. The side mirror is not adjustable for angle. You can't see objects, like cars, that are along side you right up past the 90° mark. You also can't see objects that are beside you and a bit back. You can completely lose cars for seconds at a time when they are in the right place. You have no idea where they are, especially if they drop straight back from you they don't reappear until they are well clear of the back of your car. This makes things very difficult. The 90° look is a feature that should be easily accessible until the mirrors work more like real mirrors. If mirrors were adjustable so that they work like a real car mirror, I could see making it more difficult or impossible to do a 90° look.

Thanks for all your work on this game. It is the best.
Hallen
S3 licensed
I did some more testing last night on the clutch slipping/heating/clutch pedal travel thing.

I found that I could make shifts in the XRG and LX4 that did not burn up the clutch. It basically comes down to making very sure that the clutch is all the way out before putting any pressure on the gas pedal and then carefully rolling the gas in. It is slower shifting this way and it might be realistic... but I am not too sure about that.

If you apply any gas at all prior to having the clutch all the way out, the clutch will slip and generate heat. This would be normal except that the slipping phase seems to last too long and heats the clutch much more than you would expect.

The other thing I noticed, and this is where I could be completely wrong, but I noticed that the heat generation was really random. On some stints, the clutch heated up right away and became undrivable.
In other cases, I could not get the clutch to heat up even when being really aggressive on the shifts and applying throttle more quickly. This part has me a bit concerned.
Hallen
S3 licensed
Quote from EeekiE :I don't get how people are melting clutches? I can rag the arse of a H-box on a G25 and get nothing more than 2 pixels of heat, or is that what people mean? I tried flat-shifting and stopped toe-heeling and then it soon shot up, but that's how it should be I think. It's another thing to learn.

I know how to shift. I know how to heal toe. It is not a problem for me. I was using proper technique while testing this, trust me.

It could be something to do with the clutch pedal travel that I have compared to a G25. I use ECCI pedals and they are quite a bit bigger, more stout and have longer pedal throws.

Edit: And I think it is a bug, not a feature enhancement. It (in my opinion) is not working as expected. It is a good feature overall, it just has a few glitches to work out.
Hallen
S3 licensed
On the clutch situation.

My thinking is that the pressure plate springs are not strong enough. The clutch should engage more strongly against the flywheel. The clutch acts like it is already worn down to the nubs.

If I shift the XRG like I do my real car, the Engine RPMs stay high, and then slowly work down to the lower level and this is after I have let the clutch all the way out. This does not happen on my real car even at the track when I am shifting rapidly. Once I have the clutch all the way out, the engine RPMs get drug down quickly to the level the transmission is at. There is minimal clutch slipping going on.

I haven't found a way to shift the XRG without burning up the clutch in a short time. I am using a clutch pedal with auto clutch off.
Hallen
S3 licensed
Quote from rainspecialist :i no this is noobish but whats a bfm? q nd i love the xrt like a dear butif the bfm is a race car then hell yea! but i dont really care because im gettin s2 4 christmas

Please, go back to school. I know it will be tough now that you are 23, but getting that 6th grade diploma is so important.

Congrats on getting the S2 license from Santa.
Hallen
S3 licensed
Quote from tristancliffe :The Vette was nice (assuming you meant Niels') but not something I'd want to drive very often really. The 79 mods didn't feel very good to me. Haven't tried a Caterham mod for a while, and certainly not with RealFeel as yet. I'll have a go at some point and see what I think. But FFB is only part of the problem, and there are flaws in the basic engine that need resolving before I can get much enjoyment out of rTractor.

Realfeel doesn't seem to be much different with the Caterham than with the Vette. It is a better thing than stock, but still not very good.

I thought the Vette's suspension was way too soft. The amount of squat and dive is way, way too much compared to the real car. I also couldn't figure out why the cockpit instrument panel was just a bunch of blurred gauges. It is probably one of those esoteric settings in an ini file or something that I don't know about.

The thing that is really bothersome in rFactor, and is also a factor in LFS, is how the tires behave when they lose grip. Simple understeer is the best way to feel this. If you go into a corner just a tad hot, and you start to understeer, your front end loses all grip until you slow way down, well below the speed that you would normally enter the corner. If while you are slowing down you enter more steering angle, which would be normal since you are now overshooting your turn in point, the car just won't respond. In my real car (and this may be just my car) if you understeer going into a corner like that, you still have some control. Yes, you have to back out of it as much as you can, but you can still turn the wheel more and get more bite. You start scrubbing the tires and you are heating them up quickly, but you will get more response. And then once you slow down enough, the grip gradually comes back and you stop scrubbing. With rFactor, and to a much smaller degree LFS, you just keep right on sliding until the tires decide that they have grip again. This behavior makes it very hard to do a late apex entry into a corner. You are at a slower initial speed, but the initial steering angle is a bit higher. This seems to cause the tires to break away immediately and you lose any hope of taking the corner quickly.

I have been driving rFactor a bit more lately because somebody released a pretty good version of my home track (they call it Vanport, but it is really Portland International). It really helps you notice some of the oddities of the game when you are driving on a track you are very familiar with.
Hallen
S3 licensed
Scawen said there were "physics" updates. He didn't limit them to just the things he mentioned. I expect (guessing here) that there will be some tire physics updates and other things. We will know soon enough.
Hallen
S3 licensed
Quote from bbman :I've read the thread, and my post wasn't a tip in any way, it was pointing out you were wrong by having it on button after all...

Nope. I have not had it on button since I got my clutch pedal 2 years ago. Whatever I felt before was an anomoly and I can't go back in time to investigate it. It is what it is today.
Hallen
S3 licensed
Quote from bbman :Maybe you really had it on button after all? I remember Scawen made button-clutch useless just some patches ago...

Quote from Apoc112 :Hallen, you should definitely double-check your LFS settings and your wheel's drivers... if everything is working, you should have a full range of clutch motion, and this should be reflected in LFS... if you're in the options, your clutch movement should be axis represented by the blue (?) bar in the lower right corner.

it's pretty well-represented in the game, at least based on the manual cars i've driven.

Does nobody read anymore? Thanks for the tips guys, but please read the whole thread first next time.

Quote from 98LS1 :If i tack it up to like 2-3k and feather the clutch it just dies.

Yep. I think this will be different with the "more engine inertia" that Scawen mentioned in the video. It seems that right now the engine, or flywheel, does not have enough inertia to allow feathering of the clutch at lower RPMs.
Hallen
S3 licensed
Quote from Ball Bearing Turbo :Well, the amount of slip you impose on a clutch from starting with a manual, especially on a hill is what I meant mostly. That's where the majority of the slip takes place, and of course with an auto there's none. That starting slip adds up to much more than the slip of an auto's bands by quite a lot.

Yes, of course. No argument there.


Quote from Ball Bearing Turbo :
It depends on how hard you're accelerating. If you're driving normally, there is still plenty of slack that's taken up by the converter during a shift, which is why rpms tend to stay almost nearly constant under light throttle acceleration, at least until you hit 3rd. Of course, if you floor it then the converter is stalled constantly and there is more clutch slip. Unless as you pointed out you have the trans tuned for instant shifts, which is always better regardless of driving style.

There would be less clutch slip if the converter were stalled. Stall RPM is quite high on modern transmissions though.


Quote from Ball Bearing Turbo :
Actually, that would only be a fluid coupling technically, which is different, and much much crappier. Torque converters use some other tricks to actually be quite efficient at transferring torque, having to do with the housing itself and geometery.

Yes, of course. But I was trying to be simplistic. There is still no direct mechanical connection between the engine and the transmission.


Quote from Ball Bearing Turbo :
There is no neutral phase per se. It's only a matter of engaging one clutch, and sometimes disengaging another simultaneous to lock different parts of a planetary set - either the sun, the ring, or the planets. Totally locked tends to be 3rd, since locking the whole thing means 1:1 which is generally 3rd in typical boxes. But yes, under full throttle a 1->2 shift would incur some slippage since you're dragging the engine back down by changing ratios.

Of course neutral is a figure of speech to illustrate being between one gear and another. It doesn't change the fact that there will be clutch slippage every shift otherwise there would be little point in having the clutches there in the first place.


Quote from Ball Bearing Turbo :
They generally only lock up past certain speed, so in the city it's not usually an issue. Not to mention the fact that the locking usually occurs (by design) when there is little load (with the exception of nearing top speed in 3rd or 4th at WOT, no trans I know of locks up in any gear lower than 3rd), and therefore slippage is minimal.

Modern transmissions can lock at any speed.

3rd gear is 1:1? Man, you are living in the dark ages (or are looking at US designed cars). My E32 was a 5 speed transmission with a locking converter back in 1994. Newer cars have as many as 6 or 7 gears in their automatics.

I don't have any facts to back up my assertion. I just know that automatic transmission are wear parts on modern cars and they will fail sooner or later. I have 140k miles on my car and it has the original clutch in it. I doubt I would have gotten that out of an automatic (but mostly because of BMW's stupid "lifetime" fluid policy.)
Hallen
S3 licensed
Quote from Hallen :
I will have a go when I get home and if I am wrong, I will happily eat my words.

Yum, yum. It's a good thing I don't use foul words

Yep, you both were right. The clutch now has a bunch of range to it. It does seem to start a bit to low, and does not fully engage until the pedal is too high, but it definitely feathers.
I must have tried it prior to patch X or something. It was definitely binary before.
Hallen
S3 licensed
Quote from Ball Bearing Turbo :Band clutches are a bit of a different story anyway; most of the slippage happens at the torque converter. But yes, by definition there is some slip but nothing compared to a manual transmission.

I know, we are way off topic, but I am having fun with this.

It all depends on how you shift your manual. If you feather the gear in slowly with lots of gas, then yes, a manual will slip more. But, on average, I would bet the automatic clutches will slip more than a manual clutch. I don't think the torque converter will slip much. It will probably slip no more than it would when you are fully engaged in a gear and powering down the road. In other words, about 5%.

The torque converter is just two big fans stuck in fluid. One is turned by the engine, and the other is connected to the driveshaft going through the transmission. If you are changing gears and the transmission is essentially in neutral, the transmission side of the torque converter will speed up with RPM's of the engine (assuming there is little or no fuel cut to the engine). As the clutch starts to engage, the engine RPM will be brought back down relatively slowly until the clutch is fully engaged and then the RPM will start increasing again assuming you have not lifted off the throttle. That period of time where the RPM is dropping is the time where the clutches are slipping. The smoother the shift, the more slipping you get. This is why it can be good to get performance software for you slush box. The software will typically shorten the slipping time to allow for faster shifts and this in turn reduces the clutch wear. It will also give you more of a jerk on each shift.

The real problem area can be with the transmission that use a final clutch to directly connect the engine to the drivshaft (a "lockup clutch") and bypasses the torque converter. This removes the inefficiencies of the torque converter and allows for better gas mileage when cruising. However, if you are constantly varying your throttle position, like if you are in traffic or rolling hills, the lockup clutch is constantly engaging and disengaging getting hotter and hotter and burning up clutch material. It is usually the first clutch to fail. It also does nasty things to the transmission fluid. This is why it is really important to change slushbox fluid regularly. It is why most cars have a way to turn off the lockup clutch for city driving or towing (two different Drive modes on the gear shift).

So there is my layman's understanding of all of this. Did I mention how much I hate slushboxes? I had to remove the one from my E32 and have it rebuilt ($3000) and then reinstalled it (all by myself) all because BMW has a stupid policy of a "lifetime" fill of transmission fluid.
FGED GREDG RDFGDR GSFDG