Hmm...not, but probably we're both over generalizing. My bike has a screw that blocks the throttle low limit, used for adjusting idle rpm, so the throttle is always open at least a little. But be it bypass or non-closed throttle, idle means allowing very restricted air intake, which in the case of engine braking should be exactly the same thing.
Your logic is circular. Heat processes aren't important so heat is ignored. Heat is ignored so compression loss is negligible. Compression loss is negligible so heat processes aren't important... It just doesn't say anything. Otherwise there's no good reason to ignore heat processes.
Can you quote anything that says pumping air through a tight opening offers negligible engine braking?
Ok I thought your "idle control" meant some computer controlled fuel injection as engine speed drops, that is probably present on all modern sedans. But old-style idle doesn't need control, really. Idle is just a set % of throttle that remains open no matter what.
My bike has this switch that cuts ignition. Once cut, the engine braking is generally stronger, and only drops to 0 right at standstill. But, like said, the engine braking is still higher at higher rpm even without burning fuel.
Here's a test: go to 1st gear and slide down a long slope, throttle off. Does the car settle down to a steady speed? If the car settles to a speed, then you have higher engine braking at higher rpm which brakes you more when you're fast, and brakes you less when you're slow. Autos don't work as their engine braking doesn't go through the torque converter, but my bike does that.
If you'd like to argue heat is not important by ignoring heat, then we may as well ignore friction and argue friction isn't important. Besides, trying to pump all the air from intake to exhaust through a tightly closed throttle is probably a very big drag source. That I can experiment by switching off ignition and compare open/closed throttle.
Do you really NOT get more engine braking at higher engine speeds? I do. My motorbike redlines at some 20km/h in 1st gear, where the air drag is still negligible. The braking I get out of a closed throttle is much greater at 20 km/h than at 10km/h. And the engine braking reduces to 0 when speed corresponds to idle rpm, as it should. Oh, and it uses a simple carburetor so no such thing as idle control.
The force used to compress can't be balanced by expansion from another cylinder. Not because the time is out of phase, but the force used to compress will be different from the force from expansion. Without some proper data concerning the heat conduction, I don't think you can conclude if the energy loss through heat is way less or more than through other friction. You only know it is present.
I think you pump air 3x as fast through the whole engine at 6000rpm than 2000rpm, and that air flowing through the whole thing creates some drag that takes energy away from pistons. I guess 3x as fast translates to 9x as much drag...
Also, the simple act of compressing air then expanding it back costs energy. Compressing heats up the air, raising its temperature above the outside. Since the air is hotter, some heat (energy) is lost to the outside and can't be reclaimed while expanding. You do that more cycles per minute, you lose more energy per minute= higher engine braking.
To elaborate if anyone doesn't know yet: Those guys shouted everywhere "we have real life drivers this and this drive thousands of laps to test this mod, and they say it's very accurate" when in fact, in the Porsche Carrera mod they put engines in the front of 911's.
What a joke. It proves that real life driver inputs are utterly useless, if said driver had insufficient simming experience.
So is there an "editor" (other than notepad)? I know how to edit the text and buttons' colors, but if their shapes and positions can be edited then it'll be much better.
I'm afraid only black can be used to hide some of the hard-coded stuff.
I'd like to put some real life emblems on the road cars, which use the DEFAULT skins and can freely change color. The problem is, the emblems/markings can look good when a light body color is chosen, but when a dark color is chosen all becomes way too dark.
Is there a way to force emblems/markings on a different, higher layer so that changing the body color in-game does not modify them?
I was expecting something more positive LOL! Yeah I tried to make the buttons/options red as in RBR, but the LFS menu is not keyboard driven so it doesn't highlight things in red. The text colors need to be simplified somewhat, but not done with these files. Thanks for trying anyway!
I find the XBox 360 pad with its dual analogue triggers quite nice for driving games. You of course need some damping and non-linear steering to go with that, but even RBR is managable after a while.
Just remember to get XBCD360 drivers instead of the official drivers, which curiously support neither rumble nor separate trigger axes.
Sorry for my lack of knowledge, but is it necessary to have both left-to-right and right-to left in order to write Arabic? Does anyone write it in one direction only?
I ask this because Chinese can be understood left-to-right, right-to-left or up-to-down. But we use more left-to-right than any direction these days, probably to make it work better with numbers and English.
Since the original menu backgrounds feel very disconnected from menu contents, I made this simple pack of backgrounds to give the menus a coherent, RBR look.
Try this with CRT's: Turn off all other lights then put the screen in your peripherial view, as far from the center as possible. You should see severe flickering at 60Hz, but sometimes at higher refreshrates, too. Now do that with an LCD you're guaranteed not to notice any of that.
Anyway, our eyes have faster response at the edges of view, so if you use a large CRT and sit too close (high FOV), your eyes can get tired really quickly.
Here in Taiwan, more than 60% of students in 9th grade already require glasses. So I think some of you people are very lucky, only worrying about eyesights after reproductive prime times...
The way the wheel is constructed, I think it would be done by removing the hard lock and tweaking the driver a bit. Because there's no potentiometer inside, but an optical sensor that only senses how many "clicks" you turn. There's no hard limit to how many clicks the sensor can read, if only the software allows for that. Then just use FFB soft lock at the ends.
I had wanted to mod the MOMO to some 900 degrees, but the driver wouldn't count anything above the original 240 degrees, even with hard lock removed.
The problem is, "the powerband" often quoted is the WOT powerband. It changes with throttle, with the torque peak lowering below idle rpm when you lift off completely.
So, an ordinary road car cruising on the highway generally prefers the highest gear/lowest rpm due to the small amount of throttle.
I wonder what NASCAR would be like if speedways were figure 8's?
To stay on topic, how about some reverse ovals so people do RHD for the sake of weight balance? Perhaps there's internal balast that took care of this already?
Ok the original's pedal spiked as per usual DFP, so I sent it in for repairs under warranty. I've since bought a G25, but Logitech sent back a completely new DFP.
I'd like to sell it, but I'm curious how much you'd ask for (or how much you'd pay), perhaps in % of original buying price?
The in-game wheel rotation setting is not a setting at all. It's simply where you "tell" LFS how much rotation your real wheel has, or how much rotation you have set in the control panel. Suppose you had a MOMO you'd have to "tell" LFS you had only 240 degrees here.
The wheels turn compensation setting is supposed to be a semi-realistic and simple solution. If you set it to 1 and input 240 as wheel rotation in game, the steering will be 1:1 around the center but grow up as you go to the locks.
If you don't mind a little non-linearity, that's the easiest way out.