Using higher gears at slow speeds isn't usually an issue when the car is driven on a flat surface, but when it's driven uphill (especially when velocity decreases and/or the angle of the ascent increases).
Here's a graph attached that isn't actually made for this application but could give you an idea what's it about. Y-axis value is the actual force at the tread that's moving the car for each gear, plotted percentage curves are the total driving resistance (climb, drag, rolling) for each degree of climb (10% equals the climb of 10m in 100m). X-axis is the velocity..
When a car is driving uphill, the driving resistance is working to slow the car down, and if the driver needs to maintain a constant velocity the car is close to or at full throttle. If the gear is too high, there simply isn't enough force to overcome the resistance and the car begins to slow down. If the clutch is strong enough to withstand the needed torque from the engine, the engine will just slow down. Or, like it is when this actually happens, the safety margin designed into a clutch has disappeared during use and whenever the needed force to maintain a velocity is higher than the engine output, the clutch will slip.
EDIT: I had an idea when I started typing this, but can't really tell if it ended up helping with anything at all.
Last edited by Huru-aito, .
Reason : silence.. i kill you!
Sure. They can be even higher resolution than that. But the skins you download for free from LFS World are 512*512 for cars and 256*256 for helmets. 1024*1024 and 512*512 if you pay.
Could it be that when you've reinstalled LFS you've put it in a different place and are running it from some other folder than what you think you're using?
Sounds weird, I know. But I can't think of any other reasons. Unless it's Vista causing the issues, like not allowing LFS to write anything to the folders or something.
No, we did not get a new track. We got a new layout. That's almost like getting nothing new. But it's easier to make all these layouts to an existing track area, than it is to create a completely new area.. So I can understand why we're getting these layouts/configs to drive every which way around the tracks that's possible.
As to the original question.. I don't think we'll be getting any news on track department before S3 comes out. The alpha version we have now is supposed to be what the S2 "final" will be, content wise. If there'd be a customer wanting a track into LFS, I guess it could be added at some point. But this V1 championship, the way I understand it is that they'll use LFS in the screening process, meaning that there's no use for a real track at that point. It isn't going to be mixed with the real driving part.
Of course, if I'm mistaken and they are going to run real cars and LFS side by side as the competition continues, there could be a slight chance that it'd profit us a new, real track.. Which would make me a happy panda. But I can't see it happening
The current RAC we have is mixed from RA02 and RA05 specs.. IIRC our RAC has a bit too much power if it's to be the 02 spec car, but then again if I'm not mistaken the rear suspension was redesigned / improved for the 05 spec car.
It's hard to drive for sure, but with patch Y it's more controllable due to the doubled inertia figures.. Tyre simulation is supposed to be improved some time in the future, that could suit the RAC very well too. All I'm saying is that giving it wider tyres or adding a rear ARB wouldn't be a good solution before the simulation is improved.
If you're having trouble with the handling, try messing around with the LSD, it really makes a difference especially with RAC. Low preload, 40/60 locking % seems to handle quite well.. Depends on the rest of the setup of course
Hi. I've been running a rallycross server (DIV1 Rallycross) with modified TBO class cars. I was just wondering if there are more people like me who like rallycross division 1 cars but are unsatisfied with the current LFS car lineup..
If you feel tempted to drive 350kW+ 700Nm+ monsters, take a look at removed and join in! I'm not hosting 24/7 so if you don't see any servers on the list running this, then you're free to set up your own
This wouldn't be possible without ciph's effort to create LFS-Tune, so thank you for your work.
Last edited by Huru-aito, .
Reason : no longer available
FZR was left with a H-pattern to try and balance the class. Sequential dogboxes change gears faster, and to speed up the process a bit there's an ignition cut system with them. That's different to throttle cut, the throttle plate stays open so in theory that would suit the turbocharged cars very well.
It's just a matter of aligning the different parts with whatever you want to use.
I use a wireframe if available and sometimes just guess the correct place for a wrapping graphic, check it in cmx viewer and then adjust. Sometimes, if I'm doing something more demanding, I use a couple of guide lines in photoshop.
Ignition cut is what they use in real life, throttle cut isn't possible in most racing series since the rules often require mechanical throttle operation.. And no, they aren't the same thing
UFR drivers are named DANI SOR (= Daniel Sordo?) and SEBASTIE (= Sebastien Loeb?)
Now this would mean either:
Citroen WRC team is testing LFS, and soon we'll get the C4 WRC and a C2 S1600 in the game, a better simulation of knobbly and hybrid tyres, better turbo simulation, anti lag, active centre diffs, high and low speed settings on dampers, Citroen adverts on tracks, random electrical failures on cars AND a special stage generator with added winter bonus
OR
They're AI drivers, and they're driving offline - which in turn would explain why the car doesn't rocket skyhigh when it nudges the wall
1) AI (has been said and known that this is next)
2) All the typos corrected in CMX viewer
Remember, it's only been what, just a few months since the last patch? I wouldn't hope for much.. Although, we could very well be months away from the next patch anyway.
If you happen to know someone who has access to Autodata or Bosch Esi[tronic] databases then you'd be all set.
You might not find a single website for that sort of data, but you can find very specific info on different club websites etc.. I bet there's a Mini owners club somewhere that has members who know the values you're looking for.
S1 & S2 license contents are encrypted so demo users can't use them. That encryption would need to be altered to allow demo users to view the S1 & S2 cars. This would in turn (dunno if it's the thruth, but it's what has been said before) mean the encryption would be easier to crack completely.
To endorse more license purchases, I think a better way would be to limit the demo in some way - to keep all the physics features but to limit the max number of laps in a race or something. Or take away one of the cars. Or anything that would show new players what LFS is about, but not keep them happy with the demo for long.
On dry tarmac, ABS isn't needed at all. ABS is prohibited in most racing classes anyways. Although, it would be nice for the roadcars if we ever get snow and ice (some say LFS is already an ice racing sim :shrug..