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Detecting when driver is looking left/right
Rotareneg
S3 licensed
I suspect the answer is no (as it's not in the InSim.txt manual) but I figured I'd ask anyway... Is there anyway to detect if the driver is pressing the look keys/buttons?
Rotareneg
S3 licensed
Take the XFG with Bob Smith's road going setup and bump the rear antiroll bar up to around 100. Now you can lift the inside rear wheel when cornering and get lots of fun oversteer.
Rotareneg
S3 licensed
Actually, that deals with trademark law, not copyright law.
Rotareneg
S3 licensed
Find some ferrite core/choke/bead things at an electronics store and put them on all cords going in and out of the sub. Logitech must have some really crummy designers...
Rotareneg
S3 licensed
Quote from ultrataco :sorry, I don't get it.

Ian Bell co-wrote Elite, which used procedural functions to "randomly" generate descriptions of various star systems. Having "hoopy casinos" were something planets could be notable for.
Rotareneg
S3 licensed
Quote from ultrataco :So says Ian Bell of Slightly Mad Studios

Ah, so the game will include hoopy casinos? (Hopefully not too obscure...)
Rotareneg
S3 licensed
Quote from trebor901 :One thing is dont expect big stuff in it because they were told they werent allowed too many really expensive things because of the cost cutting crap BBC did.

I'm tempted to say "Good!", but only because I really get a kick out of the cheap car challenges.
Rotareneg
S3 licensed
If your exhaust has been heavily modified (or broken) engine braking can be really loud. My previous car, a '87 Cavalier, had no cat and a rusted out exhaust pipe right before the muffler. It was pretty loud (but apparently not too loud as I never got a ticket for it) when accelerating, but when decelerating it would POP and BANG like a rally car and then transition to a loud BRRRRRRRRR sound.
Rotareneg
S3 licensed
Well, technically, it's the air pressure in the crankcase that's pushing up on the piston.
Rotareneg
S3 licensed
If you're going to be stopping or otherwise reducing your speed it's better to stay in gear with no throttle as most modern cars have a DFCO function (deceleration fuel cutoff) which cuts fuel consumption to nil when coasting in gear. Coasting in neutral is more efficient if you're trying to conserve momentum (like when driving on a hilly road) as you're not throwing away the energy you already spent to get up to speed (it's not like the engine braking converts air back into fuel.)

Then there's pulse and glide where you accelerate "hard" so that the engine is operating at the point where its specific fuel consumption is lowest and then coast in neutral (or with engine off for the hard-core hypermilers.) Don't try in traffic unless you want to piss off everyone else around you.

Quite a few hypermiling techniques are inappropriate (if not outright dangerous) in traffic, but can work quite well when used wisely in the proper situations.

Anyway, back on topic. Out of the 4 cars I've owned, all but the first have had manual transmissions. I've also driven a semi so I know how to drive a non-synchronized manual as well. I'd like an automatic like the ones used in trucks, which are pretty much just a conventional non-synchronized manual transmission but with a computer operating the shifter and throttle to change gears without using the clutch.
Rotareneg
S3 licensed
I did do a bit of reading up before posting, as far as I can see, the idea of tires constantly sliding are related to the Pacejka tire model, not real life.
Rotareneg
S3 licensed
Fixed the replay (was running Z13 beta, switched to regular Z.) With an automatic you get that, but with my manual tranny car it sure doesn't happen.
Rotareneg
S3 licensed
Quote from S14 DRIFT :I haven't noticed it, are you sure it wasn't a hot clutch or something?

Not the clutch slipping. The attached replay shows the effect.

Quote from Ball Bearing Turbo :Yes and this is technically correct behaviour. It shows however that the speedo needle updating isn't slightly latent even for small changes like it is in real life. Before LFS took speed display from the axle speed, it was not like that, but now that it does (that was changed a couple years ago) you can see this phenomenon. In the very first patch it was released, there was basically zero buffer on the speedo - it literally read exactly what the wheels were doing at any point in time and it looked strange. It needed to be limited in rate of travel in terms of max degrees per second, and have some latency. There is likely not enough latency on tiny changes yet - it seems this nuance isn't noted by most developers.

You'll find that wheels under power are not actually revolving at a speed that matches the actual road speed; there is a small discrepancy there because of the way tires actually work. Real tires are, in fact, in a constant state of slip when you're in motion, it's just a matter of how much.

I'm not looking at the speedometer, I'm looking at the tachometer.

And in real life tires do not slide constantly when driving straight on pavement. The rubber in the contact patch does not move relative to the road surface except where it deforms to conform to the road surface at the front edge and then begins to return to it's normal curve at the rear. Even when turning the contact patch will remain static to the surface with just more scrubbing at the edges, at least until the point where the turn or acceleration (or both) causes the contact patch to start sliding and/or become so deformed that no point is static any more.
Last edited by Rotareneg, . Reason : Z13 replay replaced with Z replay
Rotareneg
S3 licensed
One thing I've always noticed in all driving simulations (LFS included) is that the tires are always slipping. Take a UF1 with the default config up to 60 mph and quickly bounce the throttle open and shut. In LFS the engine speed rapidly jumps up and down a little bit as the ever-present amout of wheel spin reacts to the different amounts of torque.
Rotareneg
S3 licensed
http://www.lfsforum.net/showthread.php?p=679780

I just tossed that together as a demo, hoping someone who knew what they were doing would come along and make it more functional.
Rotareneg
S3 licensed
Quote from flymike91 :thats probably a result of another more basic problem. when out of fuel, pressing the accelerator raises rpms.

I tried and couldn't get that to happen.

The turbo issue is easiest to see by simply toggling the ignition on and off while moving in gear (so the engine doesn't stop right away.) In real life, even with the throttle wide open, the turbo will spool down rapidly without the extra exhaust energy from combustion. It won't completely stop since there's still air being pumped through the engine, but it sure won't be generating full boost like it can in LFS.
Rotareneg
S3 licensed
Quote from AjRose :Dear God! Hypermiling in lfs say it isn't so!

I wonder what kind of mileage you can get doing EOC P&G?
Rotareneg
S3 licensed
Quote from tristancliffe :Probably because the real clutch on the Sauber has an anti-stall system, part of which will be an 'autoclutch'.

Whoops, forgot about the anti-stall. Found a good example of it in action: Richard Hammond driving a Rena ... getting moving, at 5:25).
BF1 autoclutch always on?
Rotareneg
S3 licensed
I just noticed that while driving a BF1, the autoclutch setting is grayed-out and locked on. Any reason for that?
Rotareneg
S3 licensed
Quote :As a tyre gets hotter the pressure increases, this is due to the moisture in the air.

Wow, that sentence ends in a great piece of fail... someone needs to point him to the Ideal gas law.

Also, rubber does not behave like metals and other more "normal" solids in regards to heat and compression:

http://scifun.chem.wisc.edu/HOMEEXPTS/rubberband.html

and

http://en.wikipedia.org/wiki/Natural_rubber#Elasticity
Rotareneg
S3 licensed
The most obvious way to show that the turbo isn't modeled realistically is to take a car like the XRR up to 100 mph in 6th and, while leaving the throttle open, toggle the ignition on and off. This will roughly simulating a diesel engine which doesn't have a throttle, just variable amounts of fuel injection. In real life the turbo will vary in speed significantly when the fuel is toggled on and off, however in LFS it's only affected by RPM and throttle.
Rotareneg
S3 licensed
Very cool! :up:

Noticed a couple bugs: The MPH/KPH selection doesn't effect the speed graph, it always displays KPH. Also, on Kyoto Oval forward, the g-force meters on the overview page are scaled to just 1 g.
Rotareneg
S3 licensed
You can get significant fuel-efficiency gains by using a technique called "pulse and glide". You accelerate quickly (but not at WOT as you don't want the engine going into open loop and setting the mixture rich) and then coast in neutral.

As for shifting into first, my '07 Aveo can be tricky to get into first when moving if I don't double clutch, but it's definitely not locked out, and, in fact, the manual specifically says you can shift into first below 20 mph.
Rotareneg
S3 licensed
Quote from SamH :There would be absolutely no point in making LFS accessible to so many people by making it £24, and then eliminating the majority of those players by requiring that they all invest in expensive hardware (which relatively speaking, a G25 is).

I hope that those who DO want a G25+ only LFS enjoy single player, because if you think it's quiet online now, just wait and see what it's like when you get your own way.

And don't forget those people who have wheels and simply can't be bothered to put the big, clumsy things on their desk.
FGED GREDG RDFGDR GSFDG