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Zen321
S2 licensed
Quote from duke_toaster :My opinionz

Road cars - totally forced setup save for tyre related stuff.
Racing cars - unsure.
FOX - Three sets of ratios (or three final drive options).
FO8 - A bit less adjustability than now
BF1 - Kept the same
FBM and MRT - Real life settings?

I hope you mean ONLY for the gearbox settings, not for all of the other options.
As there are many aftermarket upgrades for each car that has racing capacities, I think just the gearbox/final drive should be limited. However, the suspension, differential, wheel adjustment should stay the way it is, as it is possible to do it in real life.
Just for instance, limitind the options in the clutch pack LSD for the XRG/XFG made the cars less performant as what they should be.
Having a 2-Way (equal coast/power) differential in a FWD is just plain useless while a Detroit locker (0 coast while locked on power). And for the XRG, since the best way to be fast is to carry as much speed in entries, a 2-Way creates more resistance when turning in, while a 1.5way (coast = half of power value) would be the fastest way.

So overlimiting settings would turn the game into a non-realistic choice of options. I reckon that limitations are mandatory, but only to things that are limited IRL (such as gearbox for the road cars).
Zen321
S2 licensed
Quote from MijnWraak :When do you look at the side of the wall and think to yourself "ooh, Mobil 1. I might switch to that oil instead of using valvoline. Hmm, thats a pretty advert" when driving at 150 MPH? I'd rather download adverts every time I enter a server than crap skins or great skins made by someone else being used by another who is too lazy to make his own. Skins should be banned!

Word.
+10000 for this idea, I saw it in Project Torque as well (don't flame me, i stopped playing when I tried it with my G25).

However, I think that the adverts should be related to either LFS or the world of Motorsports in general. So as to prevent some adverts by eBay (maybe eBay motors though :razz or any other site that has nothing to do with the game or cars. I am thinking of adverts such as real automotive companies (parts, cars), something more official about the series, car newspapers, LFS community/league websites.

This could create a base income source for devs. Now they only rely on licenses, but this might not be high enough and stress them to produce more and more stuff. They could rest a bit with this kind of income and be less worried about the subscriptions.
And everyone knows that you are better productive when you are not THAT much worried about something
Zen321
S2 licensed
+1 I think it will be a good idea to choose between different rims.
Coleus, I don't get the compatibilty issues you talk off ? If you put a rim that has exactly the same characteristic (width, radius, weight) but a different design/shape, then one rim will not be better than one another.

Of course it would be better if the rims had different characteristics (weight/stamina) so you would have to choose which rim would be more suited to the race you are in (lighter like the RS Watanabe for sprints / heavier but more solid for endurances, etc).

But for now, I would prefer other things to be implemented (such as night and rain, more tracks).
Zen321
S2 licensed
Quote from ADX.14 :Hi Zen321,

Thank you for very detailed explanation. I have no rejection for your examples. But let me state some points in order to clarify.

I mean by realism, "the real race conditions" , not "the physics rules". There is no doubt that, additional single gr makes slower the lap time. And according to the tank capacity, the quantity of the fuel taken does not equal to an integer quotient everytime. But we cannot determine this amount by 0.02% in real race conditions precisely. Just think about the fuelman in F1 pitstops. If the fuelman fills the tank longer by 0.14 sec and pulls back the hose 0.27 sec, all the strategy will collapse. The 0.8 sec. gap you stated before (lap based system = percentage system + 0.8 sec.) already includes the human rejection time lag. So, we can say that "the lap based system" seems more realistic.

And the MRT case. It's obvious the weight effect is more prominent in light heavy cars. But in road car and GTR car class (over 1100 kgs + 70 kgs standard LFS pilot) this effect is very slightly. As I know in F1 cars extra 1 liter of fuel causes 0.2 - 0.3 secs lap time loss according to the tracks.

My suggestion is an option such like as km/h - mph or psi - bar options. All I say that, LFS can calculate the fuel quantity instead of us and will be more user friendly. And finally, we say almost same things, but very slight differently.

Okay I now get your point better.
Well if it is like the psi-bar option, I guess it is not a big deal to implement it

However, I still want those decimals of % while not be able to have the same choice for the laps (only lap per lap, or half a half per half a lap, not by tenth of laps) I didn't mean the 0.0x level, but just the 0.x level, which is able to be determined. Also, the pitcrews in F1 series are highly trained professiona that try to have the maximum consistency in low times when having pitstops

I know i'm bitchy sometimes ^^
Zen321
S2 licensed
Wrong section, but it is because you have the brake help activated

Remove it in the options, and no more false ABS feeling !
Zen321
S2 licensed
The texture is called FZ5_leather2 , I struggled to find it as well when I was doing my XR final edition mod.
You can change also the one called FZ5_leather3 which wil affect the patches of leather around the windows (up to the roof).
However it doesn't affect FOR NOW the FZ5 dashboard. I think this is going to be a shared texture when the new FZ5 interiors come out.

Make sure to see my XRG/XRT mod
Zen321
S2 licensed
Thanks for your precision !

This makes a lot of sense ^^
I mean, I remember now when driving a motorcycle with the handbrake (front disc), when after biting the disc and braking hard, if I released a little the pressure (move my hand by less than 1cm) it lost a lot of braking power compared to the same travel the other way around (when moving this centimeter when actually applying the brake). 1cm when relasing = a loss of braking power than is greater of than the increase of power when travelling 1cm when pressing the bar.
You were right ^^

However, we won't be able to have pressure sensitive brake style unless some company builds a force feedback brake pedal vith variable resistance, unfortunately.
Last edited by Zen321, .
Zen321
S2 licensed
Wait at least a couple of days before bumping your own thread...
Zen321
S2 licensed
Well the skin texture does not look pretty but it MIGHT look good on a car

Anyway, dude, give us a preview pic, because this is not turning people on
Zen321
S2 licensed
Quote from Stefani24 :Is this some kind of finnish english?
Because I dont understand that.

You don't the famous fail ?
Zen321
S2 licensed
Quote from Glenn67 :If it was an advantage to do so irl I should imagine it wouldn't be too hard to make an adjustment for max brake pressure. The reality though is irl brakes operate proprotionaly to the pressure you apply rather than by pedal travel as the average LFSer brake operates. I.e. in real life it is much much easier to modulate brake pressure than it is in LFS so there is simply no need for a brake pressure adjustment in a real race car.

Maybe I am bad at physics, however, isn't the pressure applied in the brake fluid hoses dependant on the travel of the pedal ?

I mean, the farther the pedal is, the more compressed the fluid will be in the hoses, so more pressure will be applied on the pads ?
Zen321
S2 licensed
Hey !

Thanks for your warmful comment !

So, to reply : as the XRG and the XRT shares all of their interior textures and exterior textures (lights), the result is exactly the same for the XRT (wheel/gauges/seats, etc...). The only bad aspect is that the carbon plate with "XR GT" on it is the same for the two cars, and I can't change it, so the XRT will have "XR GT" in it, without "XR GT Turbo", but it is more a detail than a big deal/issue

For the XRR, just the dashboard is affect, as the interior model/texture is different. I have attached a screen of what it looks like (sorry for the distorsion, but it was made to see al of the interior at the same time!). The rear lights are, however, the same for the XRR/XRG/XRT.

I can also make the same modification for the XRR (at least something close to it) if you like, just let me know I think I found where was located the XRR front lights, so I can as well change them if you are interested (or upgrade them !)

Also, don't be afraid : Even if there are 2 textures called : FZ5_leather2 and FZ5_leather3, it doesn't change your FZ5 interior. I don't know why those apply to the XRT/XRG dashboard and not the FZ5 (I guess it is because some FZ5 revamp is being planned). Be sure that I will update the DDS if it creates a conflict somewhere, please just let me know
Last edited by Zen321, .
XR GT - Final Lap Edition
Zen321
S2 licensed
Today is a great day in the history of the very famous XR Grand Tourism, which I don't need to present anymore, produced by the firm Honyosanshi between 1987 and 1991.

Indeed, 17 years after the end of its production and a few days after their annoucement in which they stated that they will start a new sports car model based on the XR Grand Tourism and it's "big brother" the XR GT "Turbo", they unvealed a new edition of their emblematic sports car.

Called the "Final Lap Edition", it is a tribute to the car that made Honyosanshi start their production of sports car. It seems that it is a "remasterized" version of the original XR GT, in a neo-retro style, keeping the original design but with new materials and upgrades in order to sublimate the grace of the famous model.

See the XRG rear lights picture here

As you can see, the rear lights have had a new design in order to fit in the 2008 standards.


[g]Exterior[/g]

Not much has been done to the exterior, in order to keep the original design. They just change the front fog lights and the tail lights in order to keep up to the 2008 style and also because the first ones seemed too squarish for nowadays designers.

[g]Interior[/g]

See the XRG seats picture here

This pictures speaks for itself. As you can see, they totally changed the color pattern inside to a more luxurish one. The leather has been made and colored by an Italian designer. The beige is the standard color for luxury interiors since Great Britain insert it in some of its famous cars. However, the black is an excentricity to emphasize on the sporting aspect of the model. The new sides of the rear bench are made of carbon fiber, in order to keep the racey aspect in mind for the rear passengers, and also to help lighten the beast.

See the XRG dash picture here

As you can also see, the dashboard and the wheel have not been forgotten as well! the beige is still dominant here, and the wheel as been covered with black leather, with very stylish beige jointures which only begs us to grip it firmly and squeeze the gas pedal !
The carpets and the rear board have changed from grey to black, while the roof still is in beige.

See the XRG Central picture here.

The new equipments are just astonishing! Honyosanshi fitted the newest GPS system in order to display the clearest map of your streets (or your local track), as well as a very performant MP3 audio system. Finally, the four cassette players below have been replaced by a carbon fiber panel, holding the logos of the firm and the model.

They totally changed the gauges display from the old model. Instead of being a plastic model, it is now made of carbon fiber. Look at its beauty !. Also, the gauges are electronical and disappear when you cut the ignition off.

See the XRG Gauges picture here.

As a conclusion, for every XR series lover, this model should be yours! Especially for its prices (it is about €15.000 and $22.000)! Some rumors say that Honyosanshi will make a new XR GT Turbo edition. The colors we suggest when you buy this model are : Black (with black wheels), Dark Forest Green (with grey chrome wheels), Dark Orange (with black wheels) and red with yellow wheels.

Robin Zen.

___

Hope you enjoyed the presentation and the pictures I made this today from scratch because I love the XRG and wanted to make it look prettier without excessive modifications. The only thing I didn't make (and thus I give credit for) is the XR logo that I found of lfsmagazine website. Finally, the glow of the rear lights isn't a photoshop edit, it is part of the DDS. It is a very dark red outside glowing which shows up more when you hit the brakes (and lit the brake light) which sounds a bit more realistic.

Here are the DDS files. Just extract this in your LFS folder/data. You also gain an extra black skin with the XR logo on it !

Enjoy my edit, and feel free to comment
Zen321
S2 licensed
I don't think adding percentage decimals is unrealistic.
Let's say, your tank can hold 60L of fuel and average measures shown that at a race pace you could do 10 laps with 10 liters of fuel.
The race is going to be 26 laps.
So : 1L = 1 lap = 1/60 x 100% of fuel = 10/6% (about 1.67) / 26 laps = 26 liters = 26/60 x 100% = 260/6% (about 43.33%)

You want to have a little more fuel to serve as a back up in case of some event disturbs your strategy, let's say half a lap, which is equal to 5/6% (just divide the first equation by half) about equal to 0.83 percent.
So the total fuel you will need to have will be 43.33+0.83 = 44.16.
With only one decimal (not centimals), it will be at 44.2% (approximative). Which means you have more margin of error, without having to add one more percent, which will help removing weight.

You guys might say that the variations are small, but this 0.8 less between having the choice of 44.2% or 45% can be very decisive during the end of the race.

(On a test track for the MRT, with between 15.5 -good lap- and 16 -bad lap- seconds per lap as an average, my laps were getting better by 0.1 seconds down to 14.8 for the 3 laps before I ran out of fuel. This might sound very small, but if you do the ratio between the two times before :
0.1 is 0.64% of 15.5 seconds
0.1 is 0.6245% of 16 seconds.

Imagine on the longer tracks (let's take a track that takes 1:51 (111 seconds to finish) in a fast lap and 1:55 (115 seconds) in a slow lap when you start) :
0.64% of 111 is 0.70 seconds
0.6245% of is 0.72 seconds.

Which means that with a very small variation of fuel (less fuel), you can end up having a time that gets better and better each lap (not by 0.7 seconds obviously, this is provided the tires stay at their optimal temperatures).
This was done on a track that burnt 0.14% of fuel per lap. Now imagine on a track that burns 1.67% of fuel (as stated before) per lap. if you have 0.8% of fuel less than the guy in front of you, this means you could be faster by some decimals of second per lap (as calculated before) at the end of the race, which can result in gaining a position.
This also means you could do faster "slow laps" times than the other guys and than your previous ones, ending in still keeping up and saving your tires for the final rush in the final lap.
Zen321
S2 licensed
I would say +1-1 = 0 for me.

I don't dislike the idea, but you can calculate this before the race like : x% for 1 lap --> 20x% for 20 laps and check the ratio each time. While you are on the straights or on a slow paced laps you can adjust the amount to the precalculated one.

I would not mind this feature in LFS but I am fine with this now

EDIT : Plus, it is better to calculate by percents instead of laps, because if you set your fuel for a certain amount of laps, and if you have to change your pace according to the circumstances of the races, you might end up without fuel or not adjusting your pace which will result in losing position.

What I would like however, is the ability to put some 1/10 of percents so that if you wish to have more fuel to cope with unexpected situations, you are not obliged to put 1 more percent as a backup which can mean 2 or 3 laps depending on the combo and adding extra weight for nothing
Zen321
S2 licensed
Quote from swingkid :people said it wasn't steeling (10nt post in this topic)
i wanted only to point out that (by law) it is steeling!
so that people don't think they have the RIGHT to use every skin they want!
and indeed it is not to lfs to protect the copyright but i thought i didn't say that

i thought i explaint my self in the other posts

It is not stealing as long as the guy did not pay for a copyright on his skin.
Running a league with illegal mods ?
Zen321
S2 licensed
Hi there !

I just have a quick question to you guys. I have some ideas about a league that I would find interesting to create and play in. However, for it to be able to work, it would require the use of an illegal mod (slicktyre.exe to be precise...).

I would like to know if this is possible without risking bans from here or the game system, as long as I keep the server private and find a way not to mess with the PB/WR system (basically, it would be a RallyX league with sprint cars). ? I ask this, because I saw some servers running with tweak and slicktyre and don't get into trouble.

Thank you for your answers
Zen321
S2 licensed
I didn't know you before, but I still welcome you back. Your story is quite freaking indeed and I am glad you made it !
Zen321
S2 licensed
I liked this thread.

I especially liked george's amabilty toward people giving him a bad answer. Such as "When I'll be older, I'll offer you the moon" (to a girl he fancies) - "It is a physical impossibility" - "Shut up b*tch (read b-start-tche) !!!!" (hits her violently and rapes her).

Especially when you didn't explain well what you wanted, and people thought you wanted the in-game 3D model wheel to turn 270° and go full lock at the same time, which IS a physical impossibility.
To go back to our previous metaphore, maybe you meant, offer some acres of the Moon, or its integrality, which is possible here. You can also buy acres of Mars, Jupiter and other planets and stars somewhere on the web, but that is irrelevant to our topic.
Zen321
S2 licensed
It was a Honda Dax 50cc engine that I prepped. The stock crank hp was 3.4 at around 8000 rpm, I fitted a larger carburetor (not too big, just enough for the displacement), prepped the cylinder head to let the air flow easier (at the intake and the exhaust), prepped the exhaust to allow more flow, changed the ECU (well, the ignition control unit ) to a one that allowed a variable ignition timing and moved the rev limiter to 10000 rpm (redline is at 10500).

The whp for those mods was 7whp, chich is grossly 8bhp.
Zen321
S2 licensed
Quote from jwardy :oops forgot , NOSS MOD , Imparial walker Tweak X was released but they have a new version so it dont work anymore so no more 8.0000000000000000000000000000000 horsepower .

8.0 hp ?
Gosh, my old 50cc 4 stroke bike did more than this

Maybe it has a hella lot of torque (like 100000000Nm), but only runs at fractions or rpm
Zen321
S2 licensed
On a road car you have to rely on 2 things to drive it fast :
- Mass transfers
- Optimal Slip angle

Practice your mass transfers, know when yo uget oversteer, understeer, and try to use them to help you drive the car : induce more oversteer when entering, and benefit from the understeer in exits to get proper acceleration.

Optimal Slip angle is the only way to drive a road car fast. While the grip on the slicks is either full or 0 (on or off, which a few border of limits), the border of the grip limit in the road tire is wider and dimmer than for a slick. Which means you can have more grip when you slide a little in a corner. Be careful, I don't mean *drifting*, but sliding, which implies that your 4 tires lose traction at the same time (not at the same moment).

It is easier to slide 3 of your wheels (two rear, and the inside front while the outside front is gripping to still have directionnal power on the steering) to begin with so that you can still go back instantly to a full grip if you don't feel confortable with it. The goal is to make your four wheels slide with the simple equation : front slip angle = rear slip angle. The optimal slip angle depends on many factors, especially whether the corner is tight. It can go from 1-2° in long and high speed corners, and can go up to 12-15° in hairpins.

The basis of this is to help carry the momentum of your car through the corner. This is quite entry-oriented, but it is mandatory on low-powered road cars when they are not powerful enough to have sufficient acceleration on straight.

Also, the slow in = fast out doesn't quite apply here for all of the cars. For some road cars : slow in = slow out (especially for the XFG and XRG), so the more speed you can carry in a corner, the more speed you will have at the exit. For the XRT or the FZ5, it is the opposite, because the turbo or the sufficient power can be a great advantage in the straights, then sacrifying some of the entry speed is mandatory to have a perfect exit line and power (put the pedal down earlier). If you compare the WR hotlaps of FZ5 and XRG, you'll see that the XRG tends to slide and have more speed in entries than the FZ5, which (because of its weight, layout and power) takes corners 5 to 10km/h slower, but benefits from its power in the straights.

So basically, each road car is different, but the slip angle and the mass transfers are mandatory techniques to overcome the small seals that are the lack of downforce and the tires limits
Zen321
S2 licensed
Thank you Profet for your very detailed submission.

List edited !

Keep up the good work and keep posting guys
Zen321
S2 licensed
Thank you Jimmy and chunkyracer for your submissions !
You're in the list

Keep up the good work guys !
Zen321
S2 licensed
Thank you guys for your interest and your quick reply

The two tracks posted above are great, and I wish you luck (I edited the OP to update the list) for being elected as the best track and hopefully help me do some lobbying to get the devs work on this project !

Good luck, and keep posting
FGED GREDG RDFGDR GSFDG