how can you throw it around if yuou dont have a hitbox
theres even an autogeneration for the hitbox for the lazy ones, and this got through
(edit: this mod had several updates so i blame mod uploader instead of reviewer my apologies carry on)
How can you not believe this, after all he's a former street racer so he must know a thing or two
On a more serious note the first post makes no sense, of course people are capable of making world records and driving on the optimal lines, and they will be always capable of doing that even if physics are different, that is usually a result of hours/days/weeks of practise to get a single good lap in. You only see the best lap in hotlaps, that doesn't mean it's the only lap in a track/car that the person has done.
You can adjust your clutch pedal in real life to have bite earlier or later depending on your preferences. Many racers use handbrake to get extra rotation into tight turns, especially in rallying but it works in circuit racing too. Most famous example i can think of is late 90s F1, when McLaren fitted their cars with an extra brake pedal that worked on one of the tyres on rear axle.
The only thing i can agree on is that the tyres at the moment do not cool down as fast as they should in my opinion, but i have no data to compare it to. Road tyres are pretty much perfect in LFS. Im not sure about how much the sidewall/tyre carcass should flex under forces, road tyres seem ok here but slick tyres have a bit too much flex in my opinion. hybrids/knobbly could have less grip, too.
I learnt valuable stuff regarding driving in LFS, but only after i got my real license and drove tens of thousands of kilometers in real life (some kilometers went by faster, some at road speeds) i became somewhat faster in LFS too. You can use driving principles learnt in LFS in real life, and vice versa. As long as you understand how to take in the information from force feedback and how different it is from driving a real car.
A year ago i converted a layout because i wanted to have the track on asphalt rather than up in the sky on concrete patches. I ended up never releasing it as ive been thinking to put all my layouts in one thread at some point.
I had to double check to make sure if it's the layout i was thinking about, but only the style is very similar and i hope u dont mind me posting it here. Guess it's my fault i made the conversion 1,5 years ago and never posted it anywhere apart from to use once or twice in FM events.
The original was made by VTR (i left credits on top of the pit lane tower), i merely renamed it, brought the objects to the ground, remade a lot of white lines and added some speedbumps here and there to discourage cutting.
u can generate .raf files by opening a spr replay, pressing esc and clicking on "output lap data" before a hotlap and after the lap is finished u can find the result in data/raf
open the raf file in LRA and u can see what u want and altough it doesnt have as many options as MoTeC does, it should be more than enough
It doesn't matter which car you have last selected, if the car was restricted on the server you connected you are forced to choose a car from the allowed ones when you try to join or enter pits.
JOOS (join out of sync) errors are usually just lost packets because of internet connection either client-side or server-side, or a file mismatch. i'm not 100% sure either what all of them mean, but JOOS - RACE sounds like it's related to the race info you get whilst you connect, which might be just a case of the race on the server being restarted at the same time whilst your connection has gotten the previous race info which doesn't match the server's "race state" anymore, or it might be caused by the connection being unstable and/or having huge amounts of packet loss.
you can adjust the "bite" point of the clutch in the AXES/FF menu, by adjusting the range of where clutch axis is active.
Finding the sweet spot is purely user-specific i'd say, but try adjusting the axis range in increments of 100 and use finer values once you're close to what you want it to feel like.
From what i remember this extra bit of asphalt behind SO was supposed to be the actual chicane route but was cut from Patch Y. Autocross karting track has been there for as far as i can remember but it only became accessible after the open config patch.
During the same patch when SO was updated, V1 Championship was announced and FBM was released, so maybe a possible time restraint caused it to be left unattended?
Round 2 of Swirl Summer Cup saw the runner up of round 1 B2R Antonio claim the pole position for the first race. However in the race Trespasser swiftly took the lead before the end of lap 1 after a few attempts starting from the very first turn and held on to the lead confidently through the entire race whilst Antonio had a small mishap entering turn 2 in lap 8 and had to stay on defense for the rest of the race from Mandula's pace. The rest fought out for the scraps very hard but fair, altough this is also the first race of the series, that had an incident report.
The race 2 started off with a major misfortune for the 2 of the 3 RG cars during turn 1 exit when Rony slightly misjudged the speed of Mandula ahead causing both of them to spin and fall down the grid order. Luckily a pileup was avoided as many drivers were door-to-door with the incident, and the rest of the race was kept clean. A few changes for the lead occured during this longer race, with Antonio leading a few laps into halfway of the race but Trespasser managed to keep on to the top position yet again to keep his win streak going on to round 3. Mandula managed to salvage a P4 finish back which could've ended up P3 but Igor was able to hold him off, an incredible climb regardless.
I'll try to update round 3 results as soon as i can to get back on schedule with the results, apologies for the delays! And don't forget the round 4 happening tomorrow of course.
Race results and replays below.
Penalties assigned for race 1:
[TR] Lalurux - 15 second time penalty and fastest lap time invalidation for cutting the circuit and causing avoidable contact with kvsyenhoj on the last lap
(kvsyenhoj) - 5 second time penalty for cutting the circuit on the last lap and not slowing down sufficiently to compensate
The Swirl Summer Cup season started off nicely, with over 20 people attending qualifying and 20 people at most for the race 1 starting grid. Racing went on tight throughout the grid and altough there was variance on pace between drivers, there were still fights going for positions happening everywhere on track. Trespasser and B2R Antonio pulled away from the rest of the grid whilst keeping their battle for the lead going on for the entirety of both races, in the 2nd race there were more lead changes but also towards the end Trespasser gained enough breathing room to finish on top.
Both races finished with relatively few incidents, in lap 1 the expected chokepoint on turn 2 provided some chaos and some heavier contact happened between drivers but everyone managed to keep it mostly fair and clean. The next round on saturday at Rockingham might provide more passing opportunities, but don't get caught by the sausage kerbs!
Race results and some screenshots of the event in the attachments below.
I would much rather have them take their time to make a track without major issues than scroll through countless tracks with major issues to find the tracks without problems.