The online racing simulator
Searching in All forums
(71 results)
teeembo
S3 licensed
Quote from P V L :Shouldnt it be middle position for driver ?

Most of these cars were right-hand drive and many had two seats so I have made it switchable and also have allowed a passenger (which is a crazy idea but at least you have the option Smile).
Wessex R69SP - A vintage sports prototype
teeembo
S3 licensed
For some stupid reason I decided to do an LFS car and now I only dream in triangles Big grin

The car I went for is a fictional late 60s style sports prototype, most closely related to the Porsches (particularly the 910/8) but also with influences from Ferraris, Alfas, etc.

I decided to do the mechanical development first so that I could wrap the body around the resulting suspension travel, etc – I think this was the best approach. I already had a 917K schematic I found online and so I measured the geometry from that and scaled it down to ninety percent for this slightly smaller car. Rear suspension has particularly short upper wishbones to fit in with the wide boxer engine and intakes, making for quite high camber gains.



The engine is a water-cooled 2.8 litre flat-8 making 374bhp @ 9300rpm. Weight is currently 644kg which makes for a fun power-to-weight ratio!

Slicks were not available in the 60s so this car has road normal or road super – I think authentic grip would be somewhere between the two.

Aero is very primitive and has a heavy rear bias which leads to aero understeer in the high speed corners if you put both ends on max. Downforce is limited to the extent that top speed is barely affected – think of it more like “aero trim”.

For the body I wanted a starting point as I had zero experience. I found a low-ish poly model "Porsche 910 Bergspyder" on Sketchfab with a CreativeCommons Attribution (BY) license which was close to the idea in my head. The model is by dagtholander so thanks to him, ref https://sketchfab.com/3d-model ... 2ba42477b9e73a4a6895104bc

There were a lot of adjustments needed to shape and proportions and I have made subtle changes all over and created many parts from scratch to hopefully make it distinct enough to be its own car.

I wanted to make more realistic lights because I think this lifts the realism and particularly with the rears you are looking at them a lot (start line, slip stream, braking manoeuvre, etc). I realised that modelling the internal reflector would not add that many triangles and would actually save on textures. Rear reflectors ended-up at 34 triangles and the bulbs are 8 each – I think it works pretty well.



There are still lots of details to improve but I hope to get version 1 uploaded soon!

Last edited by teeembo, .
teeembo
S3 licensed
I have tried to record and use wavs before but it is difficult to get one bang without any other noise. Also if there is any echo it causes issues. I like the concept though and hope it can be refined.
teeembo
S3 licensed
Quote from Scawen :... it makes a pretty big difference ...

My concern is that it seems to make the loudness on the power closer to loudness on the over run (once I've compensated with the volume knob), which is less realistic ...

Its a bug bear of mine in race sims that the loudness doesn't vary enough. I know this is difficult to achieve but LFS has always been always quite good. Obviously IRL engines are quieter when not burning fuel and race engines massively so Smile.

I've long thought that loudness should be more closely linked to power and maybe torque (via some clever maths) but I suppose that's another discussion.
Great looking mod!
teeembo
S3 licensed
This image shows antiroll bars and drop links both ends

https://conceptbunny.com/wp-content/uploads/2021/06/Lancia_Stratos_Group_4_1972.jpg
teeembo
S3 licensed
Well, as you turn the steering while stationary, the road wheels will roll around their axes. If you apply braking then that will stop them. The only way to continue to turn the steering wheel is to "drag" the contact patch across the road surface. The wider the tyres the harder this is. I guess the XRG has some of the narrowest tyres plus the car is light. Also FFB controllers cannot generate that much force.
teeembo
S3 licensed
Quote from ELDemon :with the new config, pressing down on the brake causes extra force in the wheel feedback, you can test it at a standstill not even moving.

This is realistic and proves LFS is doing things right (unlike most sims).

Those of us old enough to remember parking without power steering will recognise the "release" of load when you come off the brake pedal Smile
teeembo
S3 licensed
Higher frequency physics plus an improved sidewall model sounds like nirvana Big grin

I have often thought that a "small" increase of physics clock to 180Hz would work well for VR users at half that as well as dividing well for the rest of us are 60Hz but maybe this is an over-simplification!
teeembo
S3 licensed
Quote from Whiskey :That's a bit of BS, don't you think? Set "Wheel turn compensation" to zero and there you go. LFS works fine with 900 degrees, you just miss the wheel being in sync.

Just a personal thing I guess. I would appreciate it if there was a "stop" like most other 900 degree games.
Calibration
teeembo
S3 licensed
Quote from Scawen :Is everyone OK about losing the calibration thing?

Back on topic (sorry for the feature request Smile):-

I have a G27 with a load cell brake mod - I have previously used the calibration in LFS to limit the axis to a realistic pressure range. I am currently using a tweaker in Windows to achieve the same effect so is no longer an issue for me.

I would avoid removing options as "configurabilty" is one of the great things about LFS.
teeembo
S3 licensed
Quote from Degats :Speaking of, how hard would it be for LFS to implement a soft stop instead of freely spinning past the car's limit?
I know some other games do it and it's quite helpful to have the soft stops while spinning wildly out of control.

+1 from me as well.

This is the reason I dont run LFS in 900 degrees - I find it annoying as you can get to the point where turning the controller has no effect in game.

If maximum opposite force was applied whenever controller turn exceeded maximum lock for that car that would do it. Smile

(Thanks all the great work Scawen - I don't post very often)
Last edited by teeembo, .
<rant>
teeembo
S3 licensed
Forgive me if any of this is wrong or "mis-remembered" but...

The reason why the devs gave up regular and (presunably) well paid jobs is that they felt that their work would be of higher quality (and life more enjoyable and rewarding) if they didn't have to work to deadlines and satisfy shareholders - that releasing things when they were ready, not when it was planned by the managememnt or marketing teams would result in purer and more satisfying results.

This is why LFS is so good - they take a step back and work out how it should be done, then do it right (no matter how long it takes). While other games go down the blind alley of switch-based physics (spreadsheet sims) the LFS team are taking the long road and if they are right then we will all benefit.

I feel just as frustrated as many people but putting pressure on the devs is almost as bad as taking them back to those bad old corporate days. In the meantime we have great sim which is very playable and has great tracks and severeral well balanced car classes, all of which are fun to drive.

Also, if they rushed-out new physics which required new setups and reset all LFS World records and it was wrong - then they would have to change the physics again (new setups & LFSW stats) six months or more later which would be a nightmare.

Here's hoping that ScaViEr are just as inspired and motivated as ever and that an epic patch is just around the corner.

(Scawen - any pics of new content would be greatly appreciated ).
Replay doesn't match what happened in race
teeembo
S3 licensed
Hi,

I think this may be the same issue (?).

Have been hosting a race series with guys from work (got 6 people to buy S2 so far - more power to the devs' elbows etc).

In this 10 lap race 'megadon' started 5th & finished 3rd - everyone confirms he was there racing throughout.

He is absent from the replay from the start. He appear towards the end (around 10 mins 55 secs) but initially the track is not drawn and the message says he is leaving the pits etc. Lap counter shows 1/10.

When he finishes the race it show him correctly as 3rd and on the same lap as the leader. Hopefully the MPR will help.

T
Abs
teeembo
S3 licensed
Hi,

Dunno if you saw my post

http://www.lfsforum.net/showthread.php?p=1011745#post1011745

Or maybe should go in another section (like Improvements).

Cheers.
ABS on th XFG
teeembo
S3 licensed
Scawen,

On the ABS discussion;

I think cars in same class should have the same ABS option (ie. XFG XRG) - also the XFG is likely to be the first car people drive (before they buy their G25 etc ) so they need easy braking that doesn't put them off.

Getting to the point, I think the only answer is to have two types of ABS:-

Type 1 - Simple ABS (low frequency, few channels, etc) - XFG / XRG (maybe TBO class). This should lengthen stopping distances but allow easy control. When people develop their driving and realise that it's quicker to turn it off and learn to brake, they will develop skills which will help them with the faster cars.

Type 2 - Advanced ABS - FZ5 / VWS. Sophisticated system for these higher end/newer cars.

Obviously you would have to change the threshhold braking lesson in some way (force the ABS off of change the car).

(Sorry for the rant - I am a regular reader but it's the first time I've felt compelled to comment. Also I know I am suggesting more coding but it seems you have a littlle more time now ).

T
BF1 sound
teeembo
S3 licensed
Quote from DaveWS :I've fiddled with the BF1 again, but the sound engine is too simplistic atm to for that car to sound more realistic.

Agreed it's quite limited, but I think my effort (maybe more through luck then anything) has some good things about it - I prefer it anyway .

Please download and comment, if you like.

http://www.lfsforum.net/showthread.php?p=386596#post386596
Meaty, Howling BF1
teeembo
S3 licensed
Nearly gave up on this .... but now really pleased with it . Best I can do with the current (Patch W) sound system I think. Not perfect but better than default (hope you agree).
My BF1 sound (V3)
teeembo
S3 licensed
Have reworked my BF1 sound to fit in with Dave's brilliant soundpack. I hope you like . (Set echo boost to zero).
teeembo
S3 licensed
Quote from Phill :Might wanna mention the original author...

edit: just realized, it could be yourself!

Yes, the author was me - Phil your excellent overdriving of the LFS sound system is what inspired me to TURN IT UP!

I've had no feedback on this yet but I believe it sounds really good (I just came back and checked, and I still love it but then again I'm on my fifth beer !)

I wanted a sample for the engine 'bang' that was of the right state of tune, but distinct from the other bangs (as an F1 sample would have overlapping 'bangs'). I found a Ducati MotoGP sample and used this as it is a V4 and fires less often.

I also wanted more of a 'roar' for the intake so I found a clip on YouTube of a Eurofighter taking off and adapted that. I know its a bad loop.

I love the way the clipping causes 'crackling' and 'popping' particularly when TC is activated.

I really believe in these samples, so if anyone more talented than me can use them to better effect, that would be great.

Here's hoping for an awesome LFS system in the end
Updated BF1
teeembo
S3 licensed
Have made this louder than when originally posted (in another thread)
Hello LFS people
teeembo
S3 licensed
Hi,

This is my first ever post so please don't flame me etc.

Have made a new eng file for the BF1 - feel free to give me some feedback.

(Have set echo boost to zero to help with clipping on mine, but obviously you can mess about with settings etc)

FGED GREDG RDFGDR GSFDG