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 ).
For some stupid reason I decided to do an LFS car and now I only dream in triangles …
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”.
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!
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.
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 .
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.
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.
Higher frequency physics plus an improved sidewall model sounds like nirvana
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!
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.
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 ).
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.
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 ).
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).
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