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.
idk what causes it, but it's a common issue for me after playing AC the wheel inputs stop working in LFS if i launch it afterwards.
Opening the game controller settings through control panel and opening the properties to see the wheel axes somehow fixes this problem without having to restart
This is a small championship with perhaps one of the best mods currently available (Swirl Sport 06 Cup), and proven by the 308th RTFR race it can provide hectic action throughout the field regardless of pace.
The series doesn't need any signups, anyone is free to join the server before the start of qualifying and there's not a certain rulebook to follow but the rules of clean racing are worth a read and will be referred to alongside with the NDR Sporting Code if there is any on-track incidents reported.
Events itself consists of a 20 minute practise session, a 15 minute qualifying, a sprint and a feature race. Points will be awarded for the pole position in qualifying, highest climber and fastest lap in race, and to the top 10 in the following manner:
Points will be posted in the Layout Racing League discord at https://discord.gg/tXMGWeThE. The races are on Saturdays, with the server opening 2 hours prior to the practise session and passworded before qualifying.
Sprint races(open server) - 24th June
SO5R - 8 laps & 16 laps - 1st July
RO1 - 9 laps & 18 laps - 8th July
AS1 - 11 laps & 25 laps - 15th July
FE3 - 7 laps & 14 laps - 22nd July
WE1R - 6 laps & 13 laps - 29th July
AS2 - 9 laps & 18 laps - 5th August
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Practise session - 16:00UTC (5min break)
qualifying session - 16:25UTC (5min break)
Race 1 - 16:45UTC
Race 2 - 10 minutes after the end of Race 1
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When reporting incidents please include an UTC timecode when the incident occurs(can be seen in replay when pressing ctrl+shift). Reports can be posted in this thread or in the LRL discord(link above) and the deadline for reporting incidents is until the next wednesday after the event to keep time for tracking the points.
You can also join the LRL discord to share your skins for the car or other opinions or suggestions etc. that spring to mind.
basic flat engine has the connecting rods connect to the same side of the crankshaft so the distance between opposing pistons stays the same during rotation cycle
boxer engines have connecting rods connected to opposite sides so the opposing pistons lower and raise at the same time
On the other hand i agree with an idea of having a blacklist to hide unwanted mods from the main mod list, that could be opened separately like the favourites list.
That's a game limitation though so once you import the thing over inside LFS it will find the closest rotation to the slab it can have, in 1.5 degree steps or how much was it i forgot already.
Seems like a neat idea though i can imagine atleast scenery structures being easier to design through blender, atleast once pillars and walls could be made available
I can try to find my driver CD, but if i remember correct there was no way to make them work for Win10. I tried some things like finding parameters in registry but didn't go much further as nothing that the internet suggested wasn't really working and not long from that i managed to source myself another G27
Bit funny though, i remember some games' adjustments like wreckfest had an effect on how the ffb behaves but every other game had same issue of centering spring being too strong if FFB was set too weak
This keeps the throttle "hanging", which is not really a proper blip and is just as the name says, to remove the engine braking. I also forgot that there is the paddle shift option that actually blips the throttle in downshifts
Exploiting =/= cheating. It's already a small disadvantage to be running with a H-shifter since the majority of the time you're driving one handed with other hand on the shifter and propably 0.5% of the LFS players use it. Clutchless upshifting is and always will be slower because you cant make the revs run down any faster than what the engine will allow unless you're in gear and braking. In sequential boxes it is very possible to upshift without clutch faster in real life, and it is widely used by the majority of professional racing drivers. Not to mention, LFS doesn't have any sequential gearbox type that would require using clutch for upshifts so this is really not any issue.
Only clutchless downshifting provides a small advantage over the balance of the car getting rid of possible engine braking or getting to an optimal RPM on lower gear faster. However it is a very marginal advantage, as the time spent on neutral is still just about the same as if you would kick the clutch in whilst on throttle. I would also add in a bit of whataboutism on this subject, the other sims like Assetto for example have this problem as well, it's just as easy to downshift without clutch and without grinding the gears even if the damage is set to full as it is here.
Cheating, at least in my opinion is when you manipulate the game or controls with the help of an external software. Most obvious ones are mentioned here already. Unlike in F1 2022 for example () altering the grip or power levels of the car or the surfaces of the track are very visible as the car will hop around with LFS netcode expecting them to lose grip and understeer, or during acceleration will make the car jump always when the next update packet is "read". It doesn't even look similar to having high ping, so if you know what you're looking for you will see it if someone cheats. I've attached a MPR as a very good example of track surface manipulation i found on this forum but for some reason the post was deleted. (I'll let you guys guess which one of the cars is cheating )
The more discreet cheating methods in my opinion would be the usage of clutch/throttle blip/whatever you can think of macros which can make the slightly more difficult manoveurs such as heel & toe extremely simplified. Using the button clutch binded through the game with button control rate set to max isn't an exploit as it is an inbuilt function in the game itself, but there are ways to emulate axis on a button press with 3rd party software which in return will make blipping the throttle, pushing the clutch and shifting possible with just one click of said button. I'm sure there are people with different opinion to mine that if it's allowed it's not a cheat but to me it's an unfair advantage over people who don't want to use any external software just in order to keep up. I would also say raising awareness is better on the subject rather than being silent about it, as long as you don't tell how it works but mentioning that it's possible.
Simplest option would be to just force everyone to run on auto clutch or some other idea but that would be completely ridiculous to anyone who wishes to race with realistic peripherals.
On another offtopic note, maybe LFS could have a sequential gearbox type that has throttle blip on downshifts. Almost all of the modern race cars and a few luxury road cars have this function automated so it'd be a good addition to LFS, especially some of the mods imitating real life GT cars would be more realistic this way as well.
Session AND SERVER of Incident: Main server, Race 2
Lap AND MPR timecode of incident (or session time or UTC Time of Day): 19:56:28UTC, Lap 3
Car(s) involved: 51, 87
Location of Incident: Turns 9-13
Brief Description of Incident:
I'm challenging #51 for track position and after he lifted before turn 9 i manage to get alongside nicely and set up an overtake for turns 10-11, however before this #51 first hits the side of my car taking a line where a single car could only pass through, forcing me to take turn 11 slow and making another corner to be taken 2 wide.
I defend from this by changing lane towards middle in the braking and i slightly turn right before the initial braking. #51 then proceeds to hit my rear left and pushing me towards the outside wall of turn 12.
After turn 12 #51 takes a normal line into turn 13 but over 10km/h slower than his pace during this corner normally.