The online racing simulator
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legoflamb
S3 licensed
WOW the is actually useful, thank you for your contribution!
legoflamb
S3 licensed
Quote from samjh :Not for AI drivers, it won't. The AI always uses the run-off strips. Even the "show racing line" feature will try to direct you off the track.

Then that could be fixed too.

But the AI don't do hot laps do they?
legoflamb
S3 licensed
Quote from SFL :That wouldn't really work on f.e. blackwood

Yes it would, people would just have to stay on... the track.
legoflamb
S3 licensed
Quote from steve :The RWD car feel lifeless and dull feeling through the wheel

Yes, it is very much setup oriented.
legoflamb
S3 licensed
Quote from ghost racer :Depends who has the correct line.. I'm all for it if they keep pushing there speed to it.. but most will try to slow you down themselves with their car when they reach the apex.

Yeah, I seem to get that a lot, that being, getting squashed at the apex with full or major overlap.

Quote from sinbad :Perfectly okay to do that. You can (within reason) park at the apex and force the car you just outbraked to lift the throttle and lose the extra momentum they might be carrying through the corner. It's incredibly annoying to get tagged from behind by somebody trying to cutback when you've made it impossible for them to do it, but it's one of those where you get blamed because you're the "attacking" driver.

I don't do that, or try my best not to do it, and when it happens to me I just don't make the pass.
legoflamb
S3 licensed
Since when is defending corner entry a wrong act when racing?
legoflamb
S3 licensed
IMHO the track for HLVC should be limited to at least two wheels in the white lines.
legoflamb
S3 licensed
Quote from AndroidXP :Oh I get it, it's trendy now to give out S2 licenses, no?
Meh, whatever, it's your money. Congratulations to whomever gets this one

Hay "don't worry, be happy", any money that gos to scavier means more development for LFS.

Thank you kind sir for supporting the "cause"

Edit:haha didnt read far enough
legoflamb
S3 licensed
Quote from Victor :Here's a Windows .exe

Thanks, I had been looking all around the adobe site last night and to no avail.
legoflamb
S3 licensed
The force doesn't have to seem as though there were no power steering, just have some force on the wheel so it doesn't seem, empty.
legoflamb
S3 licensed
Quote from TechAde :Leo Bodnar has written a 'parking lot' FFB plugin for rFactor which simulates the heavy steering when stopped and at very low speeds, so it's definitely possible to do with FFB and current wheels, without any oscillation.

I've also noticed that in both LFS and rFactor (with RealFeel) if you hold the brakes on whilst stationary the steering becomes heavier. In rFactor how much heavier the steering becomes depends on the scrub radius, possibly the same in LFS?

That is because, when you turn the front wheels while stopped, in a real car and lfs, depending on the geometry, the inside wheel actually rolls backward in perspective, and he out side goes forward. So if you use the beaks while stopped the tires will want to resist the force. The tires have noting to do with that force in LFS is seams, I have tired this and the wheel always returns to the straight position, however, IRL the center of steer changes because of the scrub, so the wheel does not(and should not in LFS) return to straight.
legoflamb
S3 licensed
I am not sure if there is power steering. the only way to tell is if the car is stopped. but the FFB has the opposite effect.

Maybe I should have put this in the other thread.
legoflamb
S3 licensed
Quote from JTbo :Had to make better pic

Upper is how some kerbs are IRL, lower is how commonly kerbs are behaving in games at best. Polycount, collision modelling and detection, cpu resources. engine capabilities etc etc affect to that.

I did try to make worn road to rFactor once (well few times and trying about anything possible), I got just some weird effects with realfeel or not anything at all depending bit from how deep 'rails' I made to road, got then tired experimenting with that as clearly it was not possible to make effect I was looking for.

Well, that is one biggest issues that I'm having with FFB, it seem not to work yet quite like I except with kerbs and stuff like that.

If you set low caster you will get less feedback in real car too, for example old M3 had 3 times caster than basic model, I'm sure one of reasons why it was like that was steering feedback.

Car manufacturers do stupid things with normal cars, like set low caster so that 'car feels more stable', that actually kills steering feel.

I think my 'fun' car had 8-9 degrees, can't remember now and I'm too tired to check, but it was quite lot for car like that, that is why it is fun to drive as it is not dumbed down so that sheeps won't panic because steering wheel turns itself on some situations

Kerbs, in LFS, have to be like the ones on the bottom because all tracks except drag strip have the reverse direction. Yes the upper one is more like the real ones but they would be to harsh on the tires in the reverse direction.
legoflamb
S3 licensed
Ah, then the wheel would not actually get harder to turn, it would just start bouncing back and forth.
legoflamb
S3 licensed
Quote from JTbo :Effect in my 'fun' car is quite subtle on steering wheel, I feel it pretty much with my body, but some cars seem to have stronger such effect. I haven't tested that with LFS too much, it has been rather easy to feel/know(/guess?) understeer in LFS so I have had not much reason to test it.

Generally effects seem to be really nice and good, I feel most of missing things are because FFB is limited to only that steering forces.

What puzzled me once was that when I had wheel steered there was lot more what I could feel, I know that if tire would go over let's say kerb from taller side there should be quite violent yank to wheel even wheel would be straight, that is if one wheel touches tall wall of kerb before another.

Some of such things are what in my opinion could be improved, but only if it should cause wheel to turn.

I did drove recently 780km in quite bad conditions, steering wheel constantly yanked to left and right because of:
-over 10cm of snow
-5 to 10cm of wet snow
-ice that had kind of potholes

1-2cm sudden rise (like a wall) in surface did cause that pull, also many other effects.

But, now we come to interesting part, how can you make such surface in computer simulation?
I don't believe that what you see in lower part of attachment can be made yet (collision physics and 3d models limiting perhaps, does in other titles at least) and kerb for example is that what is drawn at upper part, that of course does feel different.

Sorry if all above is impossible to read, I'm bit tired and I should be in bed already

LOL nice .gif i believe the upper one is like the racing curbs correct and the lower like the grass-mac?

It doesn't seem as though the surfaces are actually modeled that way.
legoflamb
S3 licensed
Quote from Polyracer :No my friend, I did not say that

Your answer was correct for a petrol engine, in as much as when you press the pedal you open an air valve to allow the engine more air.
With a diesel you open the fuel valve to give the engine more fuel.

Obviously both have a similar effect = more power.

I guess I was bing sarcastic with that question but there is a ratio that needs to be kept in order for the fuel to burn.

If you add more air you need more fuel, intern, if you add more fuel you need more air.

Edit: I didn't read far enough. polyracer got it.
legoflamb
S3 licensed
Quote from Polyracer :erm....unless its a diesel

Giving a diesel more throttle doesn't allow more air fuel mixture into the engine?

How does that work?
FFB at a stand still
legoflamb
S3 licensed
Does anybody find the diminishing force feedback while slowing down to a stop a little annoying?

This doesn't effect the feed back a racing or "normal driving" speeds, but at about slow 0-5 mph when coming to a stop or slowly accelerating it can be noticed. Usually (with no power steering) the wheels becomes harder to turn. With power steering the wheel force shouldn't go down to zero, it should have the same force that the power steering translates to the wheel from the front wheels. Should it not?

Or is it just an aid that keeps people from destroying their wheel if the forces are too high?
legoflamb
S3 licensed
Quote from NathanRx-7 :Again, a stupid question, but what exactly does the throttle do?

It allows more air fuel mixture to enter each piston of the engine.

Thats an actual answer, not "bah you don't know anything", like the other posts. People need to be more helpful some times.

Quote from Impreza WRX :.........

Most of the problems with burning the clutch is caused by auto clutch, not the simulated clutch.
legoflamb
S3 licensed
Quote from Luke.S :LFS needs a veyron like car and miles of road to get it upto 250+ mph

I would have more fun in a carbureted muscle car than an veyron with a bunch of electronics.
legoflamb
S3 licensed
Quote from tristancliffe :Pounds (lbs)

Isn't that just weight, not an actual measurement of matter in an object?
legoflamb
S3 licensed
Quote from tristancliffe :So, if it's not pounds, what is the Imperial measurement for mass? (bear in mind that pounds is used in Imperial equations where kilograms would be used in metric equations before making your reply, otherwise you might end up sounding silly).

What is SAE equivalent to mass? I never learned it if it exists, I always used metric measurements for everything, except lumber.
legoflamb
S3 licensed
Quote from March Hare :Don't blame your government as the blame lies in the workers unions.

:ices_rofl
legoflamb
S3 licensed
Why are we stuck with OLD style measurements. Damned government, don't know how to implement change.
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