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StewartFisher
S3 licensed
Quote from tristancliffe :Sato: Should not be in F1. Should remain in GP2 for the rest of his career. Not quick, intelligent, cool, or safe.
Montoya: Should not be in F1. Should remain in (the American equivalent of) GP2 for the rest of his career. Not intelligent, cool, or safe. Schumi, Kimi, Alonso etc would not have put themselves in the position to be punted off by backmarkers, or where Villeneuve had no chance of seeing him

Why did Villeneuve have no chance of seeing him? He had mirrors, didn't he? JV had a slow exit from the chicane because he missed it...he should have been expecting people to pass him. These are racing drivers. That means they race, not sit behind people because it might possibly be a bit risky. Unless you're Rubens Barrichello, of course...
You may well be right about the incident in Turkey but from what I heard about the Spa incident, Pizzonia came from nowhere and took him out.
StewartFisher
S3 licensed
Quote from Racer Y :Hi. Does anyone have an idea how to best view helmets when making skins for them? I'm working on a complicated skin and could use the benefit of a bigger
view of the helmet besides the views I get in the player menus and the garage.
Is viewing the skin in game the only way to get a decent view? I got tired of fooling with the helmet, so I didn't try. Man, I hope the finished skin looks good,
cause what I want to do is going to be hard

You really should get the CMX viewer from the LFS website...makes skinning a lot easier than looking at the results in-game!

http://www.liveforspeed.net/?page=addons
StewartFisher
S3 licensed
Quote from Shotglass :which basically means that you scale the torque curve ... so the highest torque at the wheels for any gear ratio is always when the engine develops the most torque ...
so if your gearing always fits the current wheel speed perfectly youll get the most torque to the wheels at the engines torque peak

Look at the wheel torque/wheel speed graph in GRC again and load up any reasonable gear setup. Now try to imagine a smooth curve which maximises the torque at all wheel RPM, assuming that the transmission is infintely variable. This line will not go through the peak torque points in any gear. I'd imagine that it would go through the peak power point in each case.
StewartFisher
S3 licensed
Quote from Mazz4200 :However, I was wondering, just exactly how do you get the brushed metal effect ??

Ive been trying to do it with GIMP, but it keeps telling me jpegs can't handle transparency ??

No, JPG files cannot store transparency information (or layering information) so your image will be flattened when it is saved as a JPG. What you should do is work on your skin using layers and transparencies and save the skin in GIMP format (.xcf). This preserves all the layering and transparency information. Then, when you are ready to view your skin, use 'File...Save a copy' and save the image as a JPG. You'll still get the 'JPG can't handle transparency' error but it won't matter since you'll still have the original layered image saved as an XCF to work with.
StewartFisher
S3 licensed
Quote from BlueSkunk :one more question, though, if i do a hotlap which is number 4 in a series of laps, can i save that one lap seperately after having saved the whole session? cause that's what i do so far, driving a few laps, saving the wjole session at the end, and seeing if anything worthy comes out of it.

No, you have to save the whole session. The replay system in LFS means that it is not possible to cut out one lap from a replay, you have to save the whole thing.
StewartFisher
S3 licensed
Mass might have a very small effect on the top speed in the sense that a heavier car will put more load on the bearings, increasing rolling resistance.

I think I agree with Bob and Colcob about torque being more important than power for low-speed acceleration but I can't quite convince myself why.
Since engines tend to produce peak torque and peak power at different RPM, which point gives the best acceleration? If a car had constantly-variable transmission, would it be better to hold the engine at peak torque or peak power while accelerating?
StewartFisher
S3 licensed
My first finished skin, Rob Collard's MG from this year's BTCC. Quite simple but that suits me since I'm no good at fancy paintjobs
Didn't bother to put the numbers on because we don't have them in LFS and it seemed a bit pointless...
Last edited by StewartFisher, .
StewartFisher
S3 licensed
Yeah, you're probably right. I misunderstood the term 'dry-sump'. I don't have any more info on the failures, it was mentioned by the ITV commentary team at this year's Belgian GP. All they said was that the problem was that the oil was causing problems as it rushed to the top of the engine over the top of the crest. Whether that's because the crank was starved of oil or whether the pistons were drowned in it I don't know. Interesting that Honda had the same problem a couple of years earlier though.
StewartFisher
S3 licensed
Quote from Bob Smith :It's the CoG height that matters. When accelerating, the force is acting at ground level, and assuming a non-zero but positive CoG height, there must be rearward weight transfer. If you throw away your internal combustion engine, and strap a jet engine to the roof, there will now be forward weight transfer under acceleration.

I agree in principle, but the forces acting at ground level have nothing to do with weight transfer because they act on the unsprung mass of the car rather than the chassis. The weight distribution changes during acceleration/deceleration because of d'Alembert forces acting through the centre of gravity (F=ma, basically).

Quote :Likewise with deceleration, the brakes are at ground level, causing forward weight transfer. Throw that jet engine into reverse and you'll get rearward weight transfer under deceleration. The aero drag of the car is the same, it most likely acts above the CoG height, so you get more rearward weight transfer the faster you go (irrelevant of propulsion). And the rolling resistance is below the CoG height, causing the opposite.

So you're saying that any drag forces acting below the CoG height (like the front wing) cause forward weight transfer? Surely the vertical position of the drag force relative to the pitch centre of the car is the key factor?

Forget acceleration for a moment and consider a car moving at constant speed. The drag force is not acting through either axle so the weight supported by each axle must change in response to the drag.
Including the tractive forces at the wheels (required to balance the drag since there is no acceleration) only applies if you're considering the whole car as a free body. When calculating weight transfer you only take the sprung mass of the car as a free body, therefore any forces acting on the unsprung mass do not come into consideration.

When you add acceleration, the weight transfer can now be modeled using d'Alembert forces acting on the CoG of the car where the force is equal to mass times acceleration (good old F=ma). Tractive force at the ground never comes into it, except to calculate what the acceleration of the whole car should be in response to a given applied wheel torque.

Quote :At this point I'm hoping everything I said is accurate or I'm going to look like an idiot.

Ditto! I'm really not quite sure about the physics of the situation but something seems wrong with your explanation to me.
StewartFisher
S3 licensed
Quote from skiingman :Dry-sump system is used on piston stuntplanes. Very similar to what modern racecars use. I think you'd find a modern single seater type car would run for quite a good bit of time inverted without running out of fuel or oil. Simple mods could make it work indefinitely I would suppose.

Renault traced their engine problems at last year's Belgian GP to the negative g-loading at the top of Eau Rouge. As the car crested the hill the negative vertical acceleration caused the oil in the sump to rise and interfere with the pistons, eventually causing failure. Doesn't mean they didn't fix it but it would seem that they don't use a dry sump system.
StewartFisher
S3 licensed
Quote from Bob Smith :Do you mean the weight transfer caused by aero forces not acting at the height of CoG? If so, then no (not even for non-downforce cars). At the moment I'm working with driving force and rolling resistance working at ground level, and drag sufficiently above the CoG height to remove any forward weight transfer caused by rolling resistance but not enough to create any reward transfer. So basically, only accleration or braking causes weight transfer, not deceleration caused by coasting.

Sort of, but surely it doesn't matter where the aero forces act relative to the CoG? I haven't thought about it in great detail but surely any force which does not act through one of the axles must be taken into account when calculating load distribution?

Quote :I would like to include these effects but have any data to work with. Even my wing/undertray x axis locations are guesstimates.

I would have tried it myself but 6 unknowns would require 6 sets of RAF data and 6 simultaneous equations...no thanks!
StewartFisher
S3 licensed
Quote from Sunday Driver :By the way. I would like to fill the cars with a certain among of fuel in liters or gallons and not in percentages.

For example: I have a car which can be filled with 100 liters...

If your car has a 100 litre fuel tank then what's the difference between using litres and percentages? illepall

What you're asking for is a change in the refuelling system such that you specify the amount of fuel to add during a pitstop rather than the total fuel load at the end of a pitstop.
StewartFisher
S3 licensed
Good work again Bob
One thing I've been meaning to ask you about since I 'discovered' it a few days ago is the effect of drag on the load distribution. I was trying to add downforce to a weight distribution spreadsheet I made and tried to calculate the locations of the three downforce points on the FXO GTR.
It's a standard three unknowns requiring three simultaneous equation problem so I used F1PerfView to give me the wheel loads for three levels of downforce all at 125mph. The locations my calculations gave me were completely wrong so I investigated...

I was taking moments about the rear axle to calculate the load distribution which means that ALL forces which have a moment about the rear axle must be included. This includes drag! I was just wondering whether your program takes drag into account when calculating the load distribution?

Oh, and I spotted a mistake in the latest version of the Advanced Setup Guide. You removed all the stuff about downforce affecting suspension frequencies from the 'Suspension' section but not the 'Downforce' section (it's on page 26).
StewartFisher
S3 licensed
Quote from XCNuse :CMX is just the viewer files, it has nothing to do with the game; the cars ingame are built in and you wont find them anywhere

Ah, I see...makes sense.

Quote :and since S2 isnt completed, all the cars use the same textures, but surely by christmas time im guessing this will be fixed

Yeah, I assume that the GTR cars will be given new interiors, just thought I'd try a little fix of my own until then. A large part of the fun of sims to me is fiddling around
Thanks!
Car shape location
StewartFisher
S3 licensed
I downloaded Bo Kristiansen's texture pack yesterday and was wondering how I could get the updated DDS files for the GTR cars into the game without affecting the road versions. I had a play around in the CMX Viewer and found that I could hex-edit the CMX files to reference a different texture, so I could make the GTR cars use different interior textures to the road cars.

The problem is that I can't find any CMX files in my S2 installation...just VOB files in the \data\veh directory. Does anyone know how to get at the CMX files for S2?
StewartFisher
S3 licensed
Quote from Tweaker :It is just a Singleplayer issue. Not sure it is a bug though.

Yeah, in singple player mode car reset will fix all your damage and give you new tyres (but it won't reset your fuel).
In multiplayer mode the reset just puts you back on track.
StewartFisher
S3 licensed
Yeah, they should have an effect but you wouldn't model them as individual wings, you'd just change the lift/drag coefficients of the whole car body.

Those calculations you did on the comparison with the FO8 rear wing show how effective spoilers are. The real beauty of a spoiler comes in the drag figures though... At 125 mph and 0 degrees AoA (TT with spoiler), the FO8 wing generates 87 Newtons of drag and at 4 degrees AoA (TT without spoiler) it generates 102 N. That's over 17% drag increase, while the typical increase in drag from adding a spoiler is of the order of 5%, usually less.
StewartFisher
S3 licensed
Those things are spoilers rather than wings. They don't generate downforce but they reduce the production of lift (and also increase drag slightly).
Look at the side profile of a car and you'll see it looks roughly like an aerofoil (flat on the bottom, curved on top).
This means that cars generate lift at high speeds which can cause serious handling problems!
Spoilers do exactly what the name suggests, they spoil the airflow over the rear of the car by causing the boundary layer to separate earlier (ie somewhere over the rear window rather than at the edge of the tailgate). This causes a reduction in the size of the low pressure area at the rear of the car and reduces the lift. It does increase the size of the wake, however, so there will be a small increase in drag.

Look at the Audi TT...they had problems with the original design generating too much lift at high speed. If I remember correctly a couple of people in Germany were killed when the rear end lost traction and spun the car at high speed. The designers added the little spoiler on the rear of the car to reduce this lift generation.

Just done a quick search...this link gives some more detailed information:
http://www.caranddriver.com/ar ... _id=4&article_id=3523
The article says that the original TT generated 148 pounds of lift at the rear axle at 125 mph. With the spoiler fitted this is reduced to just 53 pounds of lift.
StewartFisher
S3 licensed
The spring effect just gives you a centering force, doesn't it? I don't use it as the FF in LFS gives me all the centering force I need.
As I said before, the damping setting has no effect at all for me in LFS (using DFP).
StewartFisher
S3 licensed
I seem to remember using a similar option in CounterStrike/Day of Defeat a while back. Useful to silence idiots while letting useful messages through.
StewartFisher
S3 licensed
I used the bonnet view when I was using mouse/keyboard because for some reason I could never get used to the cockpit view. Now that I have a wheel it's cockpit all the way!
StewartFisher
S3 licensed
Quote from AndroidXP :Sorry to be a grammar nazi here, but it's "couldn't care less"

His flag is American...for some reason "could care less" is the way they say it across the Pond. Makes no sense to me either
StewartFisher
S3 licensed
Quote from Hyperactive :1. You spin (or accident happens, maybe not your fault) and your car is in the middle of the track.
go directly to the pits or stay and wait to let everyone pass?

While the pitting is better to avoid crashes the waiting in the middle of the track is more realistic.

Obviously sitting on the track is more realistic but why risk ruining someone else's race? People go online to enjoy a nice race, not to practice their vehicle avoidance skills. If I'm on the oval I'll pit as soon as I can after making an attempt to recover the slide/spin.
If I end up on the racing line on a normal track and there are cars near me then I'll pit, otherwise I'll try to get off the line and recover.

Quote :2. Someone is trying to pass you inside in a corner. He is beside you but about 3/4 cars behind you. As the corner approaches you're still ahead of him that much. According to CRC rules, you have the right to turn in the corner and the other one should leave you the space and back off. In reality if you do turn in -it's a crash.

so to have crash free races you just have to leave the space for the car trying to pass you inside? Think the chicane in aston, for example.

I'll try to give him room even if that means letting him past. If he's quicker than you he'll pass anyway. If you're quicker than him then you'll get back past soon enough.

Quote :3. You hit someone and it is your fault. You wait and let him pass you.
Can you pass him after few corners if you're faster or is there a genteleman rule to drive behind him for some time? More than just waiting him to have clean tires and racing speed?

Once you're both back on track it's race on.

Quote :4. You are driving in an fzr behind an fxr. After a long straight you notice that the fxr has made few mistakes and you could pass him in the next corner. The thing is that he probably doesn't know that you're that close and therefore he is not expecting any kind passing attempts from you. So when you suddenly appear next to him, he may just run into you because he didn't think you might catch him. He may see you, but he may not.

We are not talking about desperate passing attempts. There is the chance, use it?

As the others said, it depends. In your specific example, driving an FZR you might not have much of a chance in a braking area against an FXR so I'd be cautious about trying anything. I'd probably pull out from behind him and brake as normal and hope that seeing me in his mirrors forces him into another error.

Quote :5. You are driving after someone else. You are one lap behind him. BUT he is 6th and you are 7th, so basically you are fighting for the 6th place.

Pass him?

Definately. If I'm faster then I'm going to try to pass, even if I'm a lap behind. I would make sure it was clean though, if there was a small chance of hitting him I'd leave it for later. Some exceptions though...if the guy ahead is in a close battle for position then I wouldn't get mixed up in it.
StewartFisher
S3 licensed
I get very strong oscillations with my DFP so it's not just a standard wheel thing. If I let go of the wheel when sitting still or driving in a straight line it will start to oscillate on its own about 20 degrees left and right of centre.
I can reduce the problem by turning down the force level in LFS, but I like the force at 100.
I've tried setting the damper strength to 150 in the profiler but that made no difference whatsoever.
It's a simple control loop instability caused by having the gain of the loop too high (hence turning the force down removes the problem). Should be very easy to solve using damping but my damping settings don't seem to work! A more elegant solution could probably be added to the FFB code in LFS by adding proportional control but I'm not a programmer so I don't know if that's feasible.
StewartFisher
S3 licensed
37s in the FOX? Since the WR in the FOX is only 44.74 I assume you mean the FO8?
A few setups here:
http://setupfield.teaminferno. ... ar_id=23&p_version=S2
Basically for the FO8 at KY Oval you need the suspension full stiff, maximum tyre pressure, raise the front ride height above the rear (an exploit but you'll need it to be competitive) and put lots of positive camber on the left wheels.

The fastest I've done without a draft was 187mph, and it's normal for me to hit 186mph on a lap.

Edit: It also seems like both wings set at 2 degrees is the best way.
FGED GREDG RDFGDR GSFDG