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himself
S2 licensed
Quote :but u need shaders for that, and that would take a year for one man to code

illepallillepallillepall

http://www.3dkingdoms.com/weekly/weekly.php?a=5

30 lines of code .... hard .... hmmm
himself
S2 licensed
Quote :especially now because nothing in lfs is reflective enough..

Now it is not. After implementing specular mapping will be. In specular mapping you have 2 more textures - one bump map and a specular map showing how shiny is the surface in different places.

Just turn on and off bump maping (with specular) in Netkar Pro and see the difference. Without it it looks like LFS. (i suppose it's one key to turn it on and off but dont remember which one)
himself
S2 licensed
If they dont have launch controll, so tell me why there are no clouds of smoke during start of the race? I dont believe that no driver spin the wheels at starts. Just look at the launch of old F1 races. You could see at least 2/3 cars burning rubber at start.
himself
S2 licensed
+1 from me. I always wanted LFS has some sort of bum mapping and specular mapping (reflecting light from surface). I think implementing it should change this little bit plastic world into something more real.
himself
S2 licensed
Would it be a good aproximation if:

I calculated 720N at both wheels (few posts above) (so 360 at each). Then using mass of a car 1300 kg I have acceleration of a = 0.55 m / s*s. Would it be accurate if having 25% of power loss at drivetrain I multiply 0.55 by 75%?
himself
S2 licensed
Thanks for help.

Quote : Sorry I don't know what you're talking about. Cars move because the wheels transmit a force to the road, either longitudinally, laterally or both. The forces are generated either by turning (slip angles), driveshaft torque (from the transmission), or braking torque.

I ment there was once a web site where all the equations and calculations of forces acting during car moving, accelerating, turning were completely described. The link was on the forum and I cant find it. I know the theory but the exect eqations are not known to me.

Quote : you mean that how fast the rpms of the engine rise when you stab the throttle on neutral?

Yes. I thought when I can calculate that on neutral I would be able to calculate the wheel rotation speed after including the power losses and gear/diff ratios.

5. Another question. I am modelling the engine at 2000 rpm. I use the torque generated by engine - for example 60Nm. Then I multiply it by ratios at gearbox at 1st gear. [2.97:1] - result is aproximately 180Nm at wheels. Then I have a wheel with radius of 25 cm. Does it mean I have 720 N force at both wheels?

6. Do I need the information about power generated by engine then?
Question(s) about physics and car motion
himself
S2 licensed
1. Is there a difference in value of torque messured at the wheels and at the crankshaft?
2. If yes what does the value of Torque mean (in specs for example - my Skoda Octavia has 120 Nm)? Is it torque messured between the clutch and engine or is it torque messured at the wheels?
3. I was searching for a link to the site where all aspects of "why the car is moving" was described. I know there was one link posted on the forum but I couln't find it. Anyone knows one?
4. How can you calculate the increase in RPM per unit of time at full throttle?
himself
S2 licensed
Oh my God! Devs killed Kenny! You bastards!


(freaking out)
himself
S2 licensed
Loosing faith...
himself
S2 licensed
If those hints have nothing to do with the patch I'll kill the devs ...
himself
S2 licensed
Hey! Is it all for today?

((Forest + minute) @ blackwood = RallyCross)) + update = New rally car??
himself
S2 licensed
Quote :Devs better realease the patch this week so I can play all next week because of the spring brake.

Lucky ass :Kick_Can_
himself
S2 licensed
Some more info in the first post.
himself
S2 licensed
Just couldn't resist....
himself
S2 licensed
I just found the blueprints that was looking interesting for me and thought I would share the link. Anything wrong about it?
Specs and blueprints
himself
S2 licensed
I found quite an interesting site with car-specs and blueprints of really nice cars. Check it out:

http://www.swaqvalley.com/gallery.php


EDIT:

Just found a very old book "Technical and regulation information of road cars" printed in 1975. It's quite rare info. so maybe somebody would be interested.
If anyone needs any technical specifications on cars on the list PM me. They include basic car and engine informatiom + cylinder size , piston size, valve opening and closing times, carburator specs, electric specs, suspension sepcs including susp. type, camber, caster angles etc., tires types, original pressures in the tyres, brake and few others.

Hope it would be more useful than site above
Last edited by himself, .
himself
S2 licensed
If anyone is interested
http://thepiratebay.org/details.php?id=3466844
here is torrent for a clip showing most interesting moments of Australian GP. It's quite cool actually. I can upload the clip somewhere if someone like to.
himself
S2 licensed
Some of my thoughts about NkPro.

Pros and Cons or whatever... (demo)

+graphics - I especially like the car model(s). Good idea was to put two different textures for tires when they are not moving and other when it is in motion. Bump mapping makes a great job. Dirt on tyres is also a good thing.
Pits look ok.

-graphics - no hands on the steering wheel - I so much like it in LFS. It makes some kind of connection between me and the car. Just feel better with it. During a replay you can see actual hands of the model on the wheel.
-The track is kind of dull. Concrete walls on left and right and asphalt between grass all the way.
The black spots under all the four wheels that make the shadow darker under the tyres are vissible when they should not be (like when the place is hidden a bit behind the kerb.

+sound - crash sound
-sound - engine AAAAARGHHH

+interface - virtual cocpit
-interface - configuration

+- physics - well, It's somewhat good implemented but not set up correctly I fell. Apart from that

- physics - screenshot tells the story. The ostrich mode on Just the simmilar reaction like in 0.99 when you flipped the car.



BTW. Where is the DOOM mode??
himself
S2 licensed
It's downloading !!!! :woohoo:
himself
S2 licensed
:juggle: still waiting .....

edit: Run Virtual Dub. Convert all frames into single images. Get them into Gif Animator or anything. Or just open the movie from gif animator if it's possible compress and save.
himself
S2 licensed
Still nothing. :juggle:
himself
S2 licensed
Anyone knows where can I download the whole race? If I had wanted to watch the relation I would have to get up at 5:30 illepall
BW pit bug
himself
S2 licensed
I dont know if it's only a Blackwood bug but while going out of the pit, after changing setup for example, and turning left so that the left side of the car hits the corner of the building the car is being launched with high speed.

Just look at the replay. Player name: Himself

EDIT: I mean at very low speed so it's a bit weird.
Last edited by himself, .
himself
S2 licensed
I havn't heard how crashes would be modelled in NkPro. Anyone got any news?
himself
S2 licensed
BTW. That environment does not seem to be Blackwood, does it?
FGED GREDG RDFGDR GSFDG