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StewartFisher
S3 licensed
Nice work Bob! How do you calculate the change in front/rear load distribution caused by the aero settings?
I've made a suspension calculator spreadsheet which takes into account the variation of weight distribution with driver and fuel load but I've not managed to get all the information about downforce yet.
Basically I need the locations of the point of action of the front wing, rear wing and undertray. I can calculate the downforce but don't know exactly where it acts on the car.
The only other thing I need for my spreadsheet is the unsprung masses of the cars...any ideas?
StewartFisher
S3 licensed
I'd be interested, but only if it went beyond "This slider does this", etc...
I wouldn't be bothered about fictional information but a listing of cars and tracks along with some information about how they drive/how to drive them (like Four Wheel Drift boxed with GPL) would be essential.
StewartFisher
S3 licensed
Quote from tristancliffe :I want fuel loads to have more effect on lap times.

Are you saying that fuel consumption must go up or that the cars' weight should have more effect on handling? I would have thought that the effect of mass on the handling of the car would have been one of the easier things to model accurately.
Quote :I think the Formula cars aero (dirty air) is about right, but the GTR cars lose to much rear downforce too early.

Don't have any experience of drafting in a GTR car but the tow off the back of an FO8 seems much too strong at the moment. Look back over F1 races and see how much a tow affects the car behind then run a few laps in an FO8 at Kyoto and see the difference. OK, an FO8 isn't an F1 car but they should be fairly similar in this respect, no?
StewartFisher
S3 licensed
Quote from tristancliffe :I'm not sure, but I thought that F1 cars (for example) use a wheel speed sensor on the front wheel to measure the speed. This means they don't need to reset the limiter software after a gear ratio adjustment.

But as I say I don't know, it's just a logical deduction.

Hmm...you could be right. I've heard it called a rev-limiter a few times which made me think it was based on engine revs rather than speed. A site I just found says that the limiter can only be engaged in first or second gear which supports your idea that it's speed based.
Ignore me and carry on
StewartFisher
S3 licensed
Quote from tristancliffe :If you stay in 1st you seem to get a maximum of 47mph, but if you change to second you tend to get either 48 or 49 mph. Only gonna save a tenth or two in a race, but it could mean a better result!

Wouldn't it be more accurate for the pit-limiter to be rev-based instead of speed based? I'd prefer a setup variable to manually set the limiter revs which you'd have to alter according to your 1st gear ratio.
StewartFisher
S3 licensed
I drive using the mouse because I am unemployed and can't afford even a cheap wheel (girlfriend got me my S2 license for my birthday ) and I find that I can be reasonably competitive. Not WR pace but enough to race online.
I can't control RWD cars at all (except on the oval) so I stick with FWD or AWD cars and manage fine. I occasionally have to move the torque split forwards on AWD cars but other than that I have no problems.
So, get into the FXO GTR and have fun!
Suspension frequencies and WRs
StewartFisher
S3 licensed
I've built up a suspension frequency calculator in the last couple of days since the old S1 version didn't work very well on my computer (I don't have Excel).
It seems to give pretty much the same values as the previous one, though I have calculated the damping slightly differently.
Anyway, in an attempt to recover my previous speed at BWGP in the XF GTi I downloaded some WR setups and looked at them in my spreadsheet.
The suspension frequencies were around 3.2Hz and both axles were near critical damping. The setup, however, worked much better than the one I was using which had frequencies of about 2Hz and damping 80% of critical as suggested in the advanced setup guide.

So, what's wrong? All the rules of thumb I've seen for suspension setup seem to be wrong.
StewartFisher
S3 licensed
Quote from tristancliffe :Do you know why Hasta? It's because the physics engine runs at 100Hz. But your avatar leads me to think that you wouldn't have realised that.

Your point makes logical sense, but the physics engine in GPL runs at 288Hz and it records times down to 1000th of a second...does that mean the 0.00x figure in GPL is a fudge?
BTW, in-game GPL only displays 100ths of a second, you have to look at the stored lap times to find 1000ths.

I'd quite like to see 1000ths of a second introduced, if only because it's fairly standard across high-level motorsport. Incidentally, the timing system in F1 is accurate to at least 10,000ths of a second because that's what they use for the speed trap figures...they choose to display only 3 decimal places for timing.
StewartFisher
S3 licensed
Thanks guys, that's helped a lot. I don't seem to be able to keep the temps normal with slicks at pressures below 1.8 bar but that's probably my driving
StewartFisher
S3 licensed
Quote from WGooden :uh wow, yeah it is... Can someone tell me how to get this to work?

Um...I extracted the files to the root LFS directory (using the folder structure in the ZIP file) and started LFS using LFSspotter.exe...couldn't have been easier!
Just tried it out at Kyoto...it's great!
StewartFisher
S3 licensed
Quote from Bob Smith :That information is only correct for a particular type of tyre. In LFS, road tyres are best when near-evenly heated, and slicks when the middle and inside are at optimum. At least, that's how I find it.

Right, that makes sense. How do you suggest setting up a car for slicks then? You could get the inner and middle at optimum by using high negative camber and high pressure or lower camber and pressure. Is there any way to decide what's best other than the handling of the car?
Tyre temps, pressures and camber
StewartFisher
S3 licensed
I know there have been a few threads on this in the past (and some recently) but I'm still confused when it comes to the pressure/camber part of a setup.
I played GPL a lot until I got LFS and the way I understood it in GPL, the optimum setup had the inner edge of the tyre about 10 degrees hotter than the outside with the middle somewhere in between. This meant setting the camber to get the inner and outer temperatures right then setting the tyre pressure to get the middle temperature right.
Naturally, I tried this when I got LFS but ended up with much more positive camber than most racers seem to use and very (very!) low tyre pressures.

So, can somebody explain exactly how to set the camber and tyre pressures in LFS?
StewartFisher
S3 licensed
This has been discussed before and basically, it's not going to happen.
The problem is that if all tyres are allowed then people will use slicks all the time online, forcing everyone else to do the same in order to be competitive. This would blur the line between road cars and race cars which is not what the devs want.
There is a patch somewhere (on the RSC.net LFS Forum I think) which 'unlocks' all tyres for all cars if you really want it.
StewartFisher
S3 licensed
Quote from kel64 :Options, player, throttle help.
It isn't of great help though really as is of no substitute to a wheel.

I'm using mouse/keyboard at the moment (can't afford a wheel ) and I can tell you that throttle help is useless with RWD cars.
At the moment I'm limited to using FWD or AWD cars otherwise I spin as soon as I apply the throttle. The only exception is the FO8 at Kyoto Oval where things are fine once I'm up to speed.
I'm just looking forward to the end of unemployment so I can buy a wheel!
StewartFisher
S3 licensed
Quote from Woz :Make people pass the tests in the car before they can use online.

That seems like the best idea to me. I dislike the credit system because I prefer hotlapping to actual racing.
2000 credits to get the FO8 would mean 42 race wins...no thanks!
I can see why restricting the cars online is a good idea but offline people should be able to use the game as they want.
FGED GREDG RDFGDR GSFDG