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KartRacer
S3 licensed
I don't think you can really use the setup program to make a set and tell you how its going to handle.

You need to drive the car and get a general feel, pay close attention to the balance with fast vs. slow corners, tight vs. long corners, entry vs. center vs. the exit of corners and the balance over bumps and curbs etc.

I find it very useful to get a quick reference to what I can change to solve a small handling issue, visually I can see what changes will do what and in turn make them quicker and more accurately, rather than sitting there trying to picture what the front bump dampers are doing on a certain corner...I can actually see it with Bob's program.

By all means neutral is the fastest...by my definition anyway(might be different for other people), Neutral is when you turn in and the back rotates very slightly outward and the steering wheel is only slightly turned into the corner.

Your too loose when you feel the back tires scrubbing because the slip angle is too large and your too tight if you dial in my steering angle and it either feels numb and does nothing or begins to push worse.
KartRacer
S3 licensed
So, the rest of the suggestions....what do ya all think?
KartRacer
S3 licensed
Ahhh, ic.
KartRacer
S3 licensed
I know some of my suggestions couldn't happen ATM because of certain modeling/physics limitations, I'm just suggesting them all, easily implemented or not, because I thought they are all other possible and realistic options that are currently missing. As I stated "I'm sure Scawen already thought of all of this"


This is my understanding (not sayin' I know what I'm talking about)

Packers are a soft bump stop....they allow you to run alot of downforce with softer suspension by not letting the springs compress all the way, giving you (at a much suspension higher rate) suspension travel down the straights with out running out of ride height. They are adjusted because in slower corners you would like to use the whole spring so you would want a smaller packer. At a track with many fast corners and many slow corners, you could still run a soft car by using the packers to save you from any damage when bumps are taken at higher speeds.

I got a list of things from a forum that you can change on a F1 car in one of those other "sims"

TIRE PRESSURE
ANTI-ROLL BAR
FRONT TOE IN
SPRING RATE
SLOW BUMP
SLOW REBOUND
FAST BUMP
FAST REBOUND
PACKERS

RIDE HEIGHT
CAMBER
CASTER
BRAKE DISC-disc width, rotating weight vs. cooling/wear
TIRE PRESSURE
TIRE COMPOUND
GEARS
RADIATOR SIZE
BOOST MAPPING
-no idea
ENGINE BRAKE MAP
FRONT DOWN FORCE
REAR DOWN FORCE
STEERING LOCK
BRAKE BIAS
BRAKE DUCT SIZE
BRAKE PRESSURE
PUMP%
POWER%
COAST%
PRELOAD

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Originally Posted by Bob Smith
Not sure on the differential type choice, I don't know many types of diff than can actually be adjusted (electronic ones aside for a moment, since we don't have those in LFS) without replacement, if you can replace a diff, why not with one of a different type?
--------------
-Good point, but Formula cars and the GT cars are usually restricted to rules that govern what kind of diff. they use(I'm guessing)


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Originally Posted by Bob Smith
I don't understand what you mean by spring stiffness and ride height. A spring has a fixed length and a fixed stiffness. Changing the stiffness does not alter the length of the spring, but of course it will alter the spring deflection when the vehicle's mass is resting on them.
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"Ride height (ground clearance or simply clearance) is the amount of space between the base of an automobile tire and the underside of the chassis"

- You can adjust spring stiffness, but the ride height setting stays the same in LFS. In the sense of the term, it should stay the same unless you change it. You can watch the car move up and down if you stiffen the suspension. Now I do understand that soft suspension will let the car lay further down, but then the measure of the ride height should change accordingly...(again I think)


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Originally Posted by Bob Smith
An online setup database exists, no idea what the GTR2 one is like but the TeamInferno one is used by many and seems to serve the purpose well.
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It is in game, and fairly organized. It separates setups by track and then by car, thus if you went to say, Blackwood, you could go to the online data base and scroll through a bunch of setups that were uploaded by other people. Read a small description of a few and view its rating (community rating). That way your easy to drive setups could be easily accessible to every LFS player with proper recognition and a popularity factor of 10!


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Originally Posted by Bob Smith
Tire pressures and camber are already adjustable per wheel, I can't imagine why you would want toe adjustable per wheel.
------------
You're right about toe. But I do think it is quite realistic to allow for separate spring/damper settings for each wheel as they are separate spring/shock assemblies. An oval racing type suspension pops to mind, but even on a road course, I'm sure I would take advantage of the option to adjust maybe, say, for a different rear stiffness on one side to counter a series of fast corners that are the same direction.
-------

Again, I know I don't know what I'm talking about....
Realistic Set-up options
KartRacer
S3 licensed
I think LFS is missing a bunch of important set-up options for the GTR cars and for the open-wheel cars as well. Coming from GPL and also using GTR2 and R-factor on occasion, the setup page in LFS looks kinda weak...
LFS is the best sim (for me) at giving a feeling of driving and also a feeling of the changes I make to the cars setup. Theres just some things missing! I'm sure the dev's have contemplated nearly everyone of these, and I hope they take them all into consideration. What do you guys think?
----
-Differential Pre-load
-Fast Bump/Rebound damper Adjustments
-Suspension Packers
-Specific corner adjustments, ie; tire pressure,camber,toe etc.
-Suspension Spring stiffness that isn't so directly related to ride height
-Brake Duct (requires brake wear)
-Radiator Duct (requires engine wear/temp.)
----
-"stock" cars have too many adjustments
-types of differentials shouldn't be an option
-parallel steer should be referred to as ackerman
-Online setup database ala GTR2, would be beautiful. Look at all the threads in the setup section just looking for a base setup!
----
Previously suggested changes:
-locked differential issues
-setup folder's for track/car (possibly customizable folders ie: base setups, specific track setups, sub-folders like; qauli set,short race,long race etc etc.
KartRacer
S3 licensed
I'll jump in for discussion!

-Sometimes when you are using soft springs in the front you have to have a higher ride height setting in or to get the front and rear level or at a reasonable pitch. So, you could have a higher front ride height when really, its lower than the rear. (which I don't think is right, ride height is ride height....spring stiffness shouldn't effect it more than a very small amount)


-Higher ride height front or rear also reduces tire wear by letting the roll forces put more force on body roll and springs/shocks/ARBs than the tires themselves.

-Higher ride height can also add grip because of a raised CoG it transfers more weight, but at the same time it can reduce grip in faster corners. This is because the inside wheels play a more important role in fast corners as they have more weight on them because the corner radius is larger and because of the downforce at higher speeds.


Don't take these for facts, but I've noticed these things from 5-6 years karting and 4-5 years playing LFS,GPL etc etc etc.
KartRacer
S3 licensed
I'm still here

I just wish I had the time to build some sets with ya, or tweak some for myself...or just drive....been too busy to get online lately

Honestly, you should try and join a team with a setup guru. That way you can work on the setups with a group of people and not worry about your WR set being all over the place.

PS: if anyone thinks they are good at making setups....contact Killboy and work with him, if hes not fast with your set....your set is prob'ly worse than the default
KartRacer
S3 licensed
Great job Bob, I know I, and I'm sure everyone on the forums, greatly appreciate your work. Can't wait for the suspension!

- I just got a book, Competition Car Suspension by Allan Staniforth. Lots of complicated things, explained very simply, its not as mathmatical as most of the good chassis or suspension books I've seen. He also does a great job of explaining the history of racing suspension. Just thought you might find it interesting.
KartRacer
S3 licensed
I was an ART member as well, back in the demo days. Setting WR's with MATH and JaberXSpeed.... there is still a member that sports the Apex name...I've seen him online, maybe its just me...but I think it would be nice if you found a different name, ART has alot of history in LFS and is what got me into the sim and online sim racing in general years ago...
KartRacer
S3 licensed
online name: RedlineSizzle

# 07
KartRacer
S3 licensed
I think setups are a part of all sims that the majority of the drivers seem to miss out on. Even if you dont know what does what, you can still make progress with adjustments!

I try and make all of my own setups. The most important thing is to remember to save your setup after each change! Copy the setup by creating a new setup and then make the change as well as giving that setup a different name. For instance, I'm working on a hotlap at Aston National with the FOX. I currently have setups just from the last 1/2 hour or so from AS2_1 to AS2_9c.

It is true, you will get faster quicker just by driving more. But its alot more interesting to drive when you are making adjustments to the car. I think it also makes you much more aware and actually a better/faster driver in the long run.

Don't believe what some people will try and tell you either, there is no one right way to make adjustments to the setup just like there is NOT only one fast way around a corner. Cars are funny things, you'll find very often that what a website or setup guide says, may be completely opposite as to what is happening. While guides like that are very helpful, don' take anything as if it was written in stone.

So, in conclusion

-SAVE ALL CHANGES
-DRIVE AFTER EACH CHANGE (at the very least for 3 laps)
-DON'T CHANGE SOMETHING JUST BECAUSE, CHANGE IT ONLY IF IT FEELS BETTER FOR YOU, ITS YOUR SETUP!

and have fun!
KartRacer
S3 licensed
Yes, you're right

The naming of all corners is quite entertaining. I had a laugh looking through them.

I just find it hard to see myself thinking of corners in LFS by name, without any backround.
KartRacer
S3 licensed
I would like to see a few more cars in S3, but mainly I would like a more organized grouping for "classes" of cars. You would pick the car through a class selection menu and have a class option for servers.

Soo... I would like to see these

Class 1
CS(Compact Street)
XF GTi
XR GT
RB4 (AWD) -non turbo version of RB4 GT

Class 2
SS2(Street Sport Two)
FXO Turbo
RB4 GT
XR GT Turbo
LX4
turbo 6cyl 4door awd
6cyl rwd coupe- BMW 3 series


Class 3
SS1(Street Sport One)
FZ50
RACEABOUT
LX6
RB4 S - high output RB4, ala STi with a bit more power
RWD V8 muscle

FOS(Formula Ford) -FOX without wings

FOX

FOR(Formula Mazda)

F08

Champcar or IRL car
, less downforce than BF1, better for ovals no TC etc

BF1

Class 5
GTR2
UF GTR
XF GTR
RB4 GTR -non turbo
XR GTR

Class 6
GTR1
XR Turbo GTR
FXO GTR
FZ50 GTR
RACEABOUT GTR
Muscle car GTR 'vette,viper etc.

Karts
ICC
ICA

Rally
XF GTiR
RB4 RR

Aussie V8/Nascar
- a mutation good for both oval and roadcourses


Vintage F1
one or two 1967 Formula One cars

Supercars

So in all, I would like:

Converted or modified S2 cars:
XF GTiR
RB4 -non turbo
RB4 S
RB4 GTR
RB4 RR
RaceAbout GTR
FOS

New Cars:
turbo 6cyl 4door awd - TSX Type-S
6cyl rwd couple -BMW 3 series
V8 muscle
Champcar/IRL
ICC kart
ICA kart




slightly modified re-post


oh yeah, the other thing; I think we need to think about cars that will test the physics and push LFS further. If the devs picked what was popular, we would end up with a bunch a supercars and a STi. I think its important to include as many types of racing cars (within context) as possible. Different engines, drive trains, tire types(vintage), aero, weight, construction etc etc. We will have time for many popular cars after S3, when we can have people make them themselves. Now, we need to suggest cars to test the limits and make sure the physics can cover, in a realistic manner, everything we would like to see in LFS in the future.
KartRacer
S3 licensed
I think people may be forgetting why corners have names. Many tracks have only one or two corners that go by an actual name. The History behind a corner and/or its surrounding landmarks tend to be what makes names memorable. LFS has neither, the history isnt there, we cannot name a corner after someone who lost their life there, someone who won/lost a world championship there, a family's house, a street corner etc etc etc.

Maybe there should be a vote on which corners get specific names, because after all if we name every dam* thing on the track, what makes the name special anymore?
KartRacer
S3 licensed
PC
AMD Athlon 64 3800+
4x 512MB DDR RAM
2x Nvidia 7300 GT SLi
80gig HD
19" Viewsonic LCD
Creative Soundblaster 5.1

Controllers
Logitech G25
Act-Labs GPL USB Shifter

Rig
1/16" X 1 1/2" X 1 1/2" Aluminum
Jeg's Racing Seat
$120 total

KartRacer
S3 licensed
Quote from fourwhls :I downloaded this set up and compared to the one that I am currently using. The one I set up is very similar. The only really huge difference is that you have less camber on the right side of the car. Why is that?

The setup tombarlin posted was most likely a setup I made or a modified version. I spent a few months tinkering every time I raced.

The reason there is less camber on the right side of the car is because that will allow both the front and rear inside corners to lay flatter on the ground for a higher % of the lap. More tire on the gound = more grip, plus the only two corners that are left handers are flat out.

Blackwood is a very difficult track to be consistently fast on, especially in the FOX. The first corner is extremely deceiving and the rest of the corners have there own little difficulties, curbs,bumps, off camber corners etc etc

But like anything track time is most important, anyone will tell you a fast driver is rougly 75% experience 25% skill, the skill is what seperates the fast drivers, but the experience is what makes a driver fast.
KartRacer
S3 licensed
I would like to see a few more cars in S3, but mainly I would like a more organized grouping for "classes" of cars. You would pick the car through a class selection menu and have a class option for servers.

Soo... I would like to see these

Class 1
CS(Compact Street)
XF GTi
XR GT
UF GT -rpleace UF1000 w/ UF GT, 1.2L 4cyl 85hp/1400lbs-good point hankstar
RB4 (AWD) -non turbo version of RB4 GT

Class 2
SS3(Street Sport Three)
FXO Turbo
RB4 GT
XR GT Turbo
LX4
turbo 6cyl 4door awd
6cyl rwd coupe- BMW 3 series


Class 3
SS2(Street Sport Two)
FZ50
RACEABOUT
LX6
RB4 TT twin turbo RB4
GTO(GTO or new Camaro)

Class 4
SS1(Street Sport One)
LX8
Lotus Elise- but more powerful
Corvette ZO6
Ferrari 360

FOS(Formula Ford) -FOX without wings

FOX

FOR(Formula Mazda)

F08

Champcar or IRL car
, less downforce than BF1, better for ovals no TC etc

BF1

Class 5
GTR2
UF GTR
XF GTR
RB4 GTR -non turbo
XR GTR

Class 6
GTR1
XR GTR
FXO GTR
FZ50 GTR
RACEABOUT GTR
GTO GTR- ala Grand Am Cup but eqaul to GTR1 cars

Class 7
LMP
Porsche LMP2
Audi R10

Karts
ICC
ICA

Rally
XF GTiR
RB4 TTR

Aussie V8/Nascar
- a mutation good for both oval and roadcourses


So in all, I would like:

Converted or modified S2 cars:
XF GTiR
RB4 -non turbo
RB4 TT -twin turbo
RB4 GTR
RB4 TTR
RaceAbout GTR
FOS

New Cars:
turbo 6cyl 4door awd - Picture a 6cyl STi
6cyl rwd couple -BMW 3 series
GTO/New camaro
GTO/New camaro GTR
LX8
Lotus Elise-more powerful
Corvette Z06
Ferrari 360
Champcar/IRL
ICC kart
ICA kart
Porsche LMP2
Audi R10
Aussie V8/nascar


-I know its too much...but imagine how wonderful
Last edited by KartRacer, .
KartRacer
S3 licensed
Yes, thats Derek Daily's son. Derek drove a shifter kart a year or two ago at Newcastle Motorsports Park while a few of us guys that were running the next weeks Stars National race were testing. He was doing an article about the difference between karting and F1. The funny thing was he said the kart was easier to drive when he was using paddle shifters and was consistently about 10 seconds off the pace all day hehe.
KartRacer
S3 licensed
I raced karts for about 5 years, then college came along with rent, more work and thus less time.

I loved it though, I raced three years of nationals Stars of Karting:East and the Manufacturer's Cup. I started with 3-Hole/4-Hole can Yamaha KT-100's then did, Formula Y Jr. and Sr., then ICA and the last two years I drove a Biesse/Pavesi ICC kart.

Karting is great fun, but sadly very misunderstood in the general public's eyes (atleast in the US).

I'm just waiting for karting in LFS
InSim Idea
KartRacer
S3 licensed
I am constantly making setup changes and use a seperate window to look at setup information/guides etc.

I was thinking, why not make a small InSim setup helper program.

Online you can press !help for help !rules for server rules etc.

Why not have something like !setup, which would then send a message like:

press !Front toe in, for information on toe in.
press !rebound damper for information on rebound dampers.
etc. etc.

Then when you pressed that it would say

+rear rebound damper=more oversteer mainly on corner exit.
etc. etc.

Or even something like, when you press !setup, it asks:

Type:
!loose
!tight

then:
Type:
!entry
!middle
!exit
etc. etc.

and it would list a bunch of different options to help that condition...

Only problem is I'm not a programmer.

Good idea though?
Fast and Clean Driver Looking for a Team
KartRacer
S3 licensed
I am a respectable driver looking for an established team. I quit racing sims after my old team, Apex Racing Team (ART), broke up. We were one of the first Live for Speed teams. I have recently starting driving both LFS, Rfactor and GTR2 again after getting a new rig and building a new set-up.
KartRacer
S3 licensed
What I noticed while I racing karts is that a fast driver is a driver that can feel the car. I was fast sometimes when I started, but when it was wrong it was way wrong and I was lost. As I got more experienced I had a built up knowledge of specific adjustments and how the could help/hurt both the handling or the other settings on the car...the more you know the better.
What I'm getting at is its not important to understand everything the car does, only what relates to what needs to be changed. A good driver will understand that a lack of turn-in can be anything from tire pressure and ride height to downforce or almost any other setting on the car. But a great driver will take into account that they cannot mess with the downforce because the balance is good in the more aero dependent corners and they cannot changed the ride height because the front of the car is 10mm from the minimum setting etc.
A race engineer is there to help and assist the driver. They have a better understanding for what is actually happening when a driver is frantically making funny hand signals and has no idea how to fix a specific problem. They understand the physics more and they use that knowledge along with the drivers feel and experience to come up with solutions. So, yes the best drivers know alot about whats going on with the car, it makes it easier and quicker to diagnose and communicate a problem with their engineer.
An understanding is important, but the feel is more important. If a driver can feel and pinpoint minute and specific setup problems he will be able to better target the correct change.
FGED GREDG RDFGDR GSFDG