The online racing simulator
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Secondaries
S2 licensed
Quote from Cappy333 :I would find it very useful if mass could be removed from a car in single player. Together with the options of engine restriction and positive ballast, this allows approximation of performance of many real world cars. The weight removal does not need to allow weight distribution changes, but if this is easy enough to program, then why not. Personally, I'd like to see enough adjustability so that you could cut the weight of the car in half.

This would be a SINGLE PLAYER ONLY feature, so enforcement of required weight would not be an issue for fair online play.

I'd like to see one homologation car - ONE - that weighs half as much as it's real world counterpart. There simply aren't any. The most weight that should be removed from a car is 15-20%, and even that's pushing it. Regardless, anyone whose used Mechanik or older Tweak knows that light cars do not fare well in this game as far as physics go.
Secondaries
S2 licensed
Quote from Blowtus :No, you misunderstand me
I hear you loud and clear about top speed for a config. Top speed is not reached at peak power though - top speed is reached either at the rev limiter, or closer to it than peak power.

I also don't believe you want to hit peak power in top gear just as you start braking either - you're wasting all the high end power just the other side of the peak if you do that, and spending more time in the pre-peak portion.

Not if you don't have enough power after the curve to overcome aerodynamic drag.

Top speed SHOULD be geared for peak power unless that speed is well below maximum theoretical speed. Otherwise it's going to take a while to accelerate that last bit.
Secondaries
S2 licensed
Quote from Nathan_French_14 :well some of you may think the looks of the shifter does'nt matter, but all i am saying is that if i was making my own shifter, i would have took alot more time over the looks, making the h-gate smoother etc. Im nto saying he has'nt worked hard, he looks like he has and it looks fun, its just that i think a little more time could have been taken over the final looks, tis' all

Yeah, you keep watching your sweet looking shift lever while I pass you in LFS =).

I'm all about form follows function. That's why my ugly real life 1987 Honda makes more power than most V8's on the road and still has the original 20 year old faded paint...

Oh.. Can we get a write up? I'd love to build my own shifter.
Secondaries
S2 licensed
It would be nice, and I doubt it'd be hard, to impliment a way for the driver to set a max RPM the engine can attain. I know it's really hard to bring up boost in the FXR when trying to drag it, it takes forever. Keeping it near peak HP would be ideal =).
Secondaries
S2 licensed
Quote from poirqc :Hi all, after a bit of searching, here and over the net, i tried to gather to information about gear ratio calibration. I'm using bob's project3 tool(it can't do goods without knowledge) to create my sets. However, i'm overwhelmed by the topic and i need a little help.

First, here's what i think i gathered.
  • Final drive ratio
    You setup this last. This set your top speed.
  • Torque is what gets you going at low speed
    You need to be at the top of the curve after a shift(ex from 3rd to 4th)
  • Power is what you need at high speed
    You need to push your rev past the top of the power curve
  • The higher the gears, shorter the shifts will get
So if i'm right, there's a powerband you always want to be in i guess? So would it be between max torque and max power? Or Shoud it "bleed" from both sides?

So i guess i need to set the final gear to 1, set the first one to the lowest value that don't make me stall at first, then set the gear in between to stay in that powerband?

Thanx a bunch guys
Feel free to correct me!

On a side note - I know there are guides out there for that but i'm sure that a couple stikies in the setups section about differents aspects of a car setups would really help some guys that want to get into setups. I think this section is too often aimed at 1 car with 1 specific setup instead of general concept.

We could exchange about those topic instead "only reading them"

Wow, you overcomplicated things a bunch. Let me try and help point you in the right direction..

As far as racing with standard manual transmissions is concerned, focus on peak horsepower.

Ideally, you'd want the engine to run at peak horsepower at all times. Such operation could be made possible with a constantly variable transmission, which lets you rev to peak HP and holds it there indefinitely until you remove your foot from the skinny pedal.

On an engine with a bell curve on the horsepower graph, you'd want to shift so that you'd be at the same power before and after the shift. That is, you want the engine RPM to straddle the max horsepower RPM. On some cars, horsepower falls off quickly after peak horsepower, so you'd want to skew the gear ratio so that it favors the area before peak horsepower.

And it's better that you don't set the final drive ratio to 1. Most cars have final drives between 2.5 and 4.5 in real life, so a good starting point would be 3.5 or 3.75. Set it to that, then fix the gear ratios so that acceleration is ideal, and adjust FD after that to max the speed out on particular tracks.

But realistically, Bob Smith's Proj3 sets up gear ratios just fine. I always use the Auto Space Gearing button, and fiddle with the Adjustable Progressive setting (drop into top gear), depending on how peaky the car I'm tuning is.
Secondaries
S2 licensed
I'm pretty sure bump force refers to rebound damping and bump resistance refers to compression damping.
Secondaries
S2 licensed
Not only Honda uses the Type R moniker. Subaru, Mazda, etc also use the Type R badge. They're all better than Honda anyway (and this is coming from a Honda guy, lol).
Secondaries
S2 licensed
Many, if not most, true rally stages have at least one part that's tarmac. What are featured in LFS are rallycross tracks, which are not true rallies at all. I would think that a true stage-style rally track is going to take a while to develop, if they develop one at all. Shouldn't be much harder than the drag racing track in terms of start to finish, though.
Secondaries
S2 licensed
You can't shift very well in LFS unless you revmatch. It just won't switch gears.

You don't quite understand how transmissions work do you? When you're heel and toeing, your right foot is on the brake, slowing for a turn, and on the gas raising revs, while your left foot is on the clutch. Heel and toeing just gets the transmission in the correct gear to exit the upcoming turn. And with synchros, it's not too necessary to double clutch. Just bring the revs up to prevent driveline shock and stick the shifter into gear.

Also, the input shaft is connected to the clutch by a splined end. Can't move one without moving the other.
Secondaries
S2 licensed
If you're using a mouse and keyboard (like me) you've got to realize that gas and brake is an on/off switch. There's no analog. As far as braking goes, what you need to do is set the max force per wheel at equal to or less than what your tires are capable of. I haven't done a whole lot of testing with the XR series (I prefer the FWD XF. I drive enough RWD cars in real life), but with the XFG I moved brake bias to 65% front and max force to about 535Nm. It sounds like a big knockdown from the default 650, but it's necessary since every time I hit the brakes I'll be doing it at 100% strength.

EDIT: THe way I did this is to run up to about 60-80mph on the car park stage, then hit the brakes while I'm in overhead view with the force overlay. I notice the rearward forces on the tires. As a rule of thumb, if any turn red that means you should lower the max force per wheel, NOT change the brake bias. Once you've gotten all the decelerative force arrows to stay in the green, then you should tune your brake bias. Once you have a feel for what bias you're comfortable with, go repeat the forces testing and move the max force up or down to get as much as possible down to the ground without locking up the wheels.
Last edited by Secondaries, .
Secondaries
S2 licensed
You know what? I can't stand setups that use the least sticky tires possible in the rear. Real drifting is about total control, the kind you get with as much grip as possible. The way to break traction isn't by not having any traction to begin with. I am attaching my own XF GTi drift setting for others to try. Don't mind the setup name =).

Also. I don't like that people just disavow the fact that front drive cars can't drift. THEY CAN. Drifting is the art of getting around corners by controlled loss of traction at 1 or more axle. PERIOD. Smashing the gas, spinning the rear tires, and sliding around is called POWERSLIDING. Powersliding is a form of drifting ,but not drifting as a whole.
Secondaries
S2 licensed
I drive an old car. a '75 Toyota Celica GT to be precise. If need be, I could drive on the ignition.. =). Also, my old Honda Prelude (1988) didn't have a clutch safety either. To be honest, the only cars I've driven with clutch safeties have been 92+ Toyotas and a couple newer Hondas and Nissans.
Secondaries
S2 licensed
BSOD, I can't tell. It just flashes before the computer shuts down.

Mobile Pentium 4-M, 2.0GHz, 1.0GB RAM. XP SP2 Mobilitiy 7500.
Computer crashes at multiplayer start screen
Secondaries
S2 licensed
The crash happens at one of two times. One is when I click Multiplayer from the main menu, the other is when I click "Go" on the Create New Game menu. I get the "blue screen of death" and my computer restarts. Any ideas?
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