I would also like to add that low poly models deforms and show damage much better in LFS. I mean high poli looks aluminium foil after a wreck.
Some mods did give not maxed out frame rate and that's a shame considering my hardware (5800x3d plus 3070 GPU).
And rims well for any speed above 0 it is just like a disc.
Thanks for the good work! A lot of new and polished feature that's cool! And even though I have been using test patches a lot, I am glad to have now everyone the same official version!
I did a couple of races yesterday, no issue as expected.
I wish you the best on the following development and hope it will be the end for you to maintain two branches!
Merry christmas!
Well explain me where I fail then as I do understand that LFS and force feedback work with a limited amount of possible values. So ffb is integer between -10000 and 10000 yes cool.
On one side I do like to feel some differences between a truck, a high downforce powerful car or an old school 700kg low power stuff, small wheels.
Let's say the laterwill range around -2000 to 2000 no problem.
The truck -8000 to 8000 no problem.
The formula -25000 to 25000 will be clipped to -10000 to 10000 whatever I multiply that gain to my wheel.
When the engine sound clipped too much a quick correction was made.
Imagine you like music like acoustic stuff to make the baby sleep. OK no problem. That sound will be recorded and normalised. It doesn't matter if the original recording was made at 70db or 90db, you will be able to play it on your sound system adjusting the output to your liking.
Now you want to record a live Slayer show, well you will choose different settings because it will blast around 105db at the mixing table on a day they refrain from turning up too much. But if you have the same settings you will have a huge clipping mess. The idea is to be able to put some volume slider before the sound is clipped. That the basic of numerical signal treatment. That the same for force feedback.
Currently we have
A- Physic calculation
B- FFB -10000 to 10000
C- FFB settings in game 0 to 100%
D -FFB settings drivers side
If B is clipped there will be no miracle in C and D even if C is car specific it is too late to do something. Pros: perfect physical difference of non clipping cars independant of C and D.
What we could have without changing the physic, just the ffb rendering:
Currently we have
A- Physic calculation
A'- Normalization factor for high FFB cars
B- FFB -10000 to 10000
C- FFB settings in game 0 to 100%
D -FFB settings drivers side
A' could be either set in stone by developer or modder manually or through random test calculation (I mean putting AI on some tracks and measure force output for a variety of cases, crashes values being not relevant or interesting to me)
It could also be a user slider. Like FFB Norm slider it could even replace C
Anyway if you don't care having some multipliers to 1 would not bother you.
Please test AS5R with FORMULA RC6 at various force settings and tell me how much clipping do you have. I think you did not test.
Rane, Johney, if you don't understand what clipping is don't put me as crazy.
Let's say high down force can put 30Nm on the ffb. Then If LFS clips that at 10Nm. And I put 10% force in LFS I will have have the following:
Real force 1 2 3 4 5 10 20 30
Wanted force .1 .2 .3 .4 .5 1 2 3
LFS calculated 1 2 3 4 5 10 10c 10c
Force on my wheel .1 .2 .3 .4 .5 1 1 1
Force I would love to have .1 .2 .3 .4 .5 1 2 3
About the force feedback.
I did some laps at AS5R with FORMULA RC6 https://www.lfs.net/files/vehmods/850339
The force feedback is saturated most of the time. My driver (for the wheel) is at like 20% force my lfs force value is at around 15%. Max force would be dangerous.
What I mean is that I would rather not clip LFS input ever except for crashes or glitches. We would need either some extra factor or percentage for the max FFB to a car. Either set by the moder or manually by the player. I would really prefer to use higher force settings on my side and have the game not clipping all the time.
All the cars with big tires high aero and horsepower are concerned.
Clipped input just give a direction input, no more info.
I don't want to be pulling a request but on the incompatible branch it would be great to have some basic handling of the electric. Like if you are pulling 200W with all the lights on then the alternator should charge them back from the alternator let's say 400W with 0.5 efficiency.
A
In this case it would be 0.5hp wasted which will not be very noticeable but this way nobody would run lights on for no reason adding to realism.
Well most bike are generating lift (like most cars) and it extends to racing motorbikes.
This paper give some real values for racing motorbikes. The little wings on new motoGP are reducing a bit the lift and cleaning the flow for drag removal... 32 pages but pretty interesting! https://upcommons.upc.edu/bitstream/2117/393241/1/energies-16-04793.pdf
It is still a pretty complex matter with ground effect appearing on leaning bikes and Cl and Cd varying depending on angle of lean and wheel speed...