The online racing simulator
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Vain
S3 licensed
I always wonder how many say they could handle better graphics.
With my Nvidia Geforce 7900 GS/1Gb DDR2/E6400 I did struggle when driving into T1 in a 32 cars grid. The fps were barely over 30. I consider that the lowest acceptable framerate and so I'd say no, I wouldn't be able to handle better graphics.
Did I configure something wrong?

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Vain
S3 licensed
Quote from XCNuse :If you want to be a good skinner, the first thing you can learn is to get away from vinyls

Don't talk him out of it. Cheap vinyls are a great "This driver has no clue"-designator and are of assistance to all other drivers.

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Vain
S3 licensed
The Fiat 126p reminded me a lot of the Porsche/VW EA266 (the car that was to become the Golf before it became a lot too expensive). It has a mid engine beneath the rear seats (a lying 4 cylinder), rear wheel drive and was planned for a wide range of performance-figures. The EA 266 was supposed to go from a economic 60hp Beatle-successor under the VW badge (aka UF1 competitor) to a Porsche branded 200hp coupe (aka UFR competitor).

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Vain
S3 licensed
Quote from ayrton senna 87 :that move where the guy came back on the track after braking too late was totally fair, the guy that got pushed sideways slightly should have knew he was coming back on track....

That may be true when a couple of 16 year olds have a go at karting on some parking lot with cones but not in any civilized motorsports competition.
@Jakg: He means Pailler's move against Szabo from round 6 that was reviewed in the round 7 broadcast.

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Vain
S3 licensed
Thanks for sharing that info. Much appreciated.

Then I wonder why flatspotting doesn't work properly.
I know that by locking the tyres up for 2-3 seconds semi-slicks used in club racing can easily be flatspotted to a degree that they need to be replaced or they'd destroy the suspension within an hour of driving.
Either something about the surface temperatures and wear is wrong or the suspension damage model isn't capable of reproducing the proper effects. I wonder what kind of damage accumulation calculation Scawen uses...

Vain
Improved tyre temperature model
Vain
S3 licensed
Hello.

LFS's tyre physics assume that the tyre behaves as 16*3 blocks of rubber (or whatever the number was, not important here) that go from the top of the tyre-surface to the end of the usable tread.
This is a proper assumption for typical tyre operation. The tyre temperature and wear behaves properly when driving normally.
When locking the tyre this doesn't work well though. When a real tyre locks a very thin top layer of the tread heats excessively and melts away within a second, creating a flat spot. In LFS the complete tread-section has to heat until it starts melting. That's why it is so difficult to flat-spot an LFS tyre.
Since increasing the number of tyre sections isn't sensful (the double amount of sections would still suffer from the problem to a certain degree) LFS should make assumptions about the temperatures in the topmost layer of the tread which could then be used to model proper wear.

Vain
Vain
S3 licensed
Some more pointers about using scripts to map the indicator-buttons to the wheelbuttons can be found here.

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Vain
S3 licensed
Thanks Becky for taking the courage to give away your project.
Thanks Sam and all of UKCT for taking over.

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Vain
S3 licensed
@Quietus:
Wether an inferno-set can be turned into a race setup depends on the set.
Some hotlapping-sets are merely normal sets with rediculously low tyre pressure and excessive camer. Others are abominations to the god of vehicle dynamics and drive about as well as a monster-truck around a slalom-track.
After trying out a couple of sets you quickly get to know those set-authors that make sets you like and learn to filter out the others.

I personally always drive the same set everywhere. I only adjust the final drive and every other setting I feel like changing. That doesn't make me the quickest driver on the server, but I like the process.

Vain
Vain
S3 licensed
I checked your LFSWorld stats and it reports 121 Miles for you. You propably practiced more offline, but I'd suggest enriching your experience mostly with driving other cars and tracks.
What I'm aiming at is that you should try to learn more about how momentum and tyres work in LFS. Once you can imagin what the virtual car is doing in your head you'll find it a lot easier to drive good laptimes quickly. That alone should get you within 3 seconds of the WR easily. After that you may need more practice and some setup-knowledge.
I learned that after I wasted about 500 laps at FZ5/Aston Nat and never got closer to the WR than 2.5-3 seconds. After a small route through LFS for 2 months I narrowed that gap down to .5 within 15 laps. So practice isn't everything in LFS. Additionally you need to be able to imagin how the virtual car behaves. That either means you try everything out or you read up a bit on vehicle dynamics.
I study engineering, so approaching driving from the viewpoint of vehicle dynamics comes natural to me. I don't know how much it'll help you.
(By the way this is a nice strategy to keep concentrated. In endurance runs I keep thinking about differentials, ARBs, spring rates and dampers and before I know it I drove an hour at pb pace. )

Vain
Vain
S3 licensed
Intel E6400
1 GByte DDR2 RAM
Geforce 7900GS

Above 20 cars on the screen it's barely holding over 40fps at 1280x1024 and 4x AA and 8x AF. Driving alone the fps-rate is beyond rediculous numbers, but that's not the point of an online racing simulator, is it? So no, my system can't bear better graphics with this engine.

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Vain
S3 licensed
If me one good reason why I should upload a screenshot even though I already uploaded a whole *video* of it.

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Vain
S3 licensed
That was quick. Thanks!

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Vain
S3 licensed
I also raced there a while and it was a lot of fun.
Later I had some worse races with some unlucky moves and went before my bad mood influenced my driving.
As far as I can see the server mostly uses long tracks and I like that a lot. Aston Historic, Ky Gp, those are great tracks for close racing. Westhill would also fit. Aston Gt Rev is promising too.
Thanks for hosting.

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Vain
S3 licensed
I'd be very thankful if someone would be so kind to send a me an invite to
in (dot) vain (at) gmx.de
Thanks in advance.

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Vain
S3 licensed
Will this recieve an update for the new InSim?
I'd still like to use it to make an /echo based pitboard.

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Vain
S3 licensed
A chicane isn't about "try to maintain as much momentum as possible".
A chicane should be about "slow down and then try to accelerate as fast as possible".
That is a design-flaw that is in many LFS tracks.

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Vain
S3 licensed
Is anyone up-to-date with the RBR scene?
I tried looking around bhmotorsports, but the relevant threads are all several hundret posts long and I feel I'll be missing something by skimming over all of them. Also, spreading the news here would be a good idea.
So long story short: What is in the works and when can new stages be expected? Thanks for taking your time.

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Vain
S3 licensed
The AI evaluates the lines it takes for speed each time it tries them.
In early practice a line that cuts across grass can apear quicker than the old line, just because the old line was rediculously slow. Then they forget about the line they consider slow and try to optimize the new line.
You can undo this sometimes by placing a long line of haybales that deflects the AIs back to a proper line. Once you managed to make them go a proper line they'll get the idea that staying on the track is a pretty good way to lap well and they'll try to optimize the new sensful line.

That's why you shouldn't start practicing the AIs with a field of several AIs. This can cause them to 1. go rediculously slow if they are locked behind another car and 2. go completely wrong lines because of attempted passes which they consider quicker then because of 1.

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Vain
S3 licensed
Tapping a blue flagged car can very quickly get you banned from the STCC servers if lag is involved.
Rather tap the horn. That'll help a lot better and there is no chance of accidentally wrecking another racer.

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Vain
S3 licensed
The effect creates some nice discords that the LFS sound system currently isn't capable of. Obviously there are flaws in the procedure, but with that material Scawen should know what to do to give the LFS sound engine similar traits.

In those files you can nicely hear how the 'scream' in engine sounds seems to mostly be caused by discords. This thread had really improved my understanding of engine sounds.

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Vain
S3 licensed
I think that's because the renn.tv videos are free for advertising reasons. RennTV also sells DVDs. they want you to know who to thank for those free onboard videos so you know where to go to get other videos on DVD.

It may also be a legal problem concerning the agreement under which RennTV was allowed to offer those videos. But after all there is few to complain. I love RennTV.

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Renn.tv has a nice new onboard video. It's from the MSpeed Cayman during the qualifying for the latest VLN race on the Nordschleife, following the Aalzen Motorsport Cayman. Click.
I wonder how the Caymans will develop in the VLN.

If you don't know the other Renn.tv videos yet, head for the download-section there.

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Vain
S3 licensed
And once again it is proven, whatever german vehicle you use, be it a BMW, Merc, modified Opel/Vauxhall or modified Leopard tank, it makes you behave like a muppet.

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Vain
S3 licensed
1. Changing the live settings should be possible in singleplayer.
You can repair yourself with resetting in singleplayer, so you should be able to make use of other functions like the live settings.
I also like using this option to make setups. Perhaps the F11 menu should even be expanded for singleplayer to make setting up cars easier.
2. It should be restricted to realistic settings in multiplayer and hotlapping.
The BF1 needs a TC, brakes and diff setting.
Almost all cars shouldn't have any setting. Show me one XRT driver who can modify his rear ARB while driving!
I specifically think about the idea of "Only one setup allowed"-leagues. Currently the idea fails because of the F11 menu.

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FGED GREDG RDFGDR GSFDG