I know it wasn't intentional, and translation probably let you down, but that must be the funniest thing I've read, and for those that know South Wales, is so true.
I think the green issue is a red herring. FIA want to slow them down, and the blown diffusers allow incredible medium and low speed cornering grip that something has to be done. The ruling is about driver controlled aero devices, and keeping the throttle open to keep the diffuser active falls under this rule. Canada is telling because the teams run much less downforce, but even now, they are going much quicker.
Hehe, that is too close to call. The Audi doesn't have the outright pace to pass cleanly, and the Pugs are slower in the tight sections. They don't have to move off line, so are just within the rules... just.
Interesting comments about Treluyer having to move out of the draft and going out of track to maintain grip. It was this that the Stewards were worried about.
I was surprised at the timing of the announcement because I thought the TWG meeting was going to make the decision. In some ways it makes more sense if it's a foregone conclusion, and gives the teams longer to make adjustments. No word that Hispania made the complaint they were posturing either.
The other deciding factor may be the record lap times they are setting in Canada despite all of the regs to supposedly slow them down.
I think the meaning is load the layout as normal in LFS and then load and parse the layout in the InSim app. The InSim app then knows the layout and can then manipulate the live layout. There is no need to keep reloading the layout on InSim connect, but an existing layout can be read by /axsave and then parsed.
Going back a bit further I found this from Scawen. I don't know if it still holds, but that is the principle I've been working on. http://www.lfsforum.net/showthread.php?p=52917#post52917
Edit:
I can't find the post, but I also believe the pressure settings are for optimum, so by deduction, setting higher temps will give a slight over pressure.
Fantastic nights racing. Sunrise and still 3 cars on lead lap. The Ant manged to take Fassler briefly before out braking himself, and giving the lead back.
This looks set to be a good one. More coffee methinks...
This is the first - and hopefully only according to Scawen - incompatible patch, so it has to be expected that some things will get broken. It seems Airio is one of the casualties, and I'm sure there will be others. Yes it seems that any new patch gets taken up very quickly. For a server admin it must be hard when users expect everything to just work, and maybe don't understand the need for testing. I see it as a bonus where more bugs will be discovered quickly
I merely observed that the speed boost happened at the same time as the shocks went red. Cause and effect, which did which? If the boost happens without damage on the XRG, then it must be the extra boost that damaged the XFG's shocks. I used a default setup btw.
Edit:
Omg Scawen, you've created a monster!
Seriously, it seems to me that the physics get overloaded with multiple bumps like that. Perhaps a threshold is reached where the whole force is unleashed.
Suggestion: I suspect this can't be fixed easily without a physics revision, but maybe increasing the footprint of speed bumps so they cannot be placed so close together without intersecting would work.
An instant replay seems to work, but after going back to the entry screen, and running the replay, it OOS.
The speedup seems to happen when the shocks are destroyed. Regulating the speed without damage doesn't give a boost. Even going over the humps without damage still gives an OOS.
I'll call you that as it was the name I know you as from RSC if that's ok? With the new changes that have come about in the latest test patches, open configs and much greater InSim control with external editors is possible. Do you have plans to update LYTe? It seems to have gone unsupported for a while now, and I'm not sure if you have abandoned it, or are quietly working at something else. I do have a germ of an application myself that uses the new functionality, but wouldn't want to duplicate your efforts. No pressure, but a simple yay or nay would suffice.
Apart form the crash after driver screen, everything went well with a fresh Z28 and patched. It's worth pointing out, the driver will remain unnamed, so needs swapping to the name you previously entered when LFS is restarted.
A minor niggle with markers and chalk. They are 180 degrees out, so placing a marker after a chalk mark has been placed, then needs to be rotated.
Also, the naming of some objects could be refined.
Some suggestions
Chalk Left - OK
Chalk Left2 -> Chalk Hard L
Chalk Left3 -> Chalk Curve L
Do the objects actually need naming so verbosely in the editor? When we had a long list, it was relevant, but they all appear under their own sections now. for example, the above list under chalk simply becomes:
Left
Hard Left
Curve Left
Marshall objects are the exception, and are an example of my meaning. For InSim applications, objects will be addressed by their index, so the long names are superfluous now.
Last edited by Squelch, .
Reason : missed something
I didn't see FP1 but listened on radio. An interesting little snippet that came about after Hamilton had display problems. Somebody tweeted and explained they use audio to indicate to the drivers when to shift.
Anyone feel an LFS mod coming on to further annoy the missus?