The online racing simulator
New Physics...
(62 posts, started )
#26 - JTbo
Quote from LRB_Aly :BTW i'm gonna get my DFP today, anything I should take care of? I've read something about 2 FF modes here in the forum? Well and the steering compensation: Isn't it so that with 0 the wheel turns faster at low angles (or reacts in a more sensible way) then on higher and with 100 it's vice-versa? So shouldn't it be best if it's at 50?

I think that 1 was where it turns faster and 0 where slower, 50 should be linear then, yes.

Look thread "buying dfp" somewhere in here, there is good info for you
Thanks man, i can't await it. Birthday, DFP new patch well this is a day to remember for me
check out the link in my sig on how to set it up
Great, nice of you, I'm gonna check the link
Quote from BWX232 :You can see how the tires are realistically flexing under the strain of the car's inertia as they try to grip the road.. just like real life. That is f***ing cool. That is what I think is the biggest improvement in LFS in this patch..

Too bad, that this feature has already been in LFS since version 0.2.
yeah i noticed i could see the tires flexing in the current and older versions as well.
Quote from BWX232 :Yes but as I intemperate that (below), it will be much improved... and for me, I am thinking it will bring LFS up to a level not seen before in sim racing.

AFAIK tyre flexing hasn't changed one bit. Yes, grip loss and regain have been updated, but the tyre flexing isn't anything revolutionary new (to this patch).
Quote from JTbo :I think that 1 was where it turns faster and 0 where slower, 50 should be linear then, yes.

No.

Each car in LFS has a different amount of steering lock. For example, the road cars have 720°, the GTR's 540° IIRC. LFS always matches the rotation so no matter how much you rotation your wheel has, if you steer to the lock, the car in LFS will be on the lock, too.

Now, wheel compensation at 1 (full) means that LFS tries to match the real to ingame rotation speed around the center of steering. For example if you have a wheel with 270° rotation, and drive a GTR car (which has 540°), then normally each degree rotated on your wheel will result in 2° rotated ingame. If you turn the compensation on, it will also be 1° rotation ingame, giving you more precision where it's needed (at the center of steering). If you go closer to the steering lock though, then it will work the other way round. Now 1° rotated IRL will result in 3 or more degrees rotated ingame. The steering is progressive so to say.

In conclusion:
Wheel turn compensation at 1 = most precision around center, non linear steering.
Wheel turn compensation at 0 = same precision overall, linear steering
Well but if you have as example the wheel rotation set to 540 degrees in game and on the DFP, the steering wheel compensation should have no effect, or am I wrong?
i have steering compensation set to 0.
Quote from AndroidXP :AFAIK tyre flexing hasn't changed one bit. Yes, grip loss and regain have been updated, but the tyre flexing isn't anything revolutionary new (to this patch).
No.



Quote from GP4Flo :Too bad, that this feature has already been in LFS since version 0.2.

First they say this:
Quote : Live for Speed tyres have come on a long way recently. We have been on the case recently to meet this challenge and make sure each tyre behaves as realistically as possible, and as well as possible, under all those varying conditions


And then they show those pictures right next to it- which look to me to be different than the current sidewall flexing we see in LFS now..

If the grip level changes, the sidewall flexing will change as well.. that's physics for you. If the sidewall behavior hasn't been changed one bit for this patch, why show those pictures that clearly display sidewall flexing?
Regardless- it looks to me like they will behave differently than before, I suppose we will find out soon enough.

BTW I already knew the sidewalls flexed before this patch.. been playing since the release of S2, and actually since S1 demo days.
......
Quote from LRB_Aly :Well but if you have as example the wheel rotation set to 540 degrees in game and on the DFP, the steering wheel compensation should have no effect, or am I wrong?

Yes, that's right.
Quote from BWX232 :And then they show those pictures right next to it- which look to me to be different than the current sidewall flexing we see in LFS now..

If the grip level changes, the sidewall flexing will change as well.. that's physics for you. If the sidewall behavior hasn't been changed one bit for this patch, why show those pictures that clearly display sidewall flexing?
Regardless- it looks to me like they will behave differently than before, I suppose we will find out soon enough.

BTW I already knew the sidewalls flexed before this patch.. been playing since the release of S2, and actually since S1 demo days.
......

Because how else do you portray "grip level changes" in a screenshot? The only way to somewhat do that is to show the tyres "working", thus a screenshot of flexing tyres has been chosen. This does not necessarily mean anything on the flexing code has changed.

BTW I was already playing LFS before S1 got released.
Quote from AndroidXP :Because how else do you portray "grip level changes" in a screenshot? The only way to somewhat do that is to show the tyres "working", thus a screenshot of flexing tyres has been chosen. This does not necessarily mean anything on the flexing code has changed.

Well as I said, the flexing will change with the grip level change.. I guess we'll have to ask the devs if the flexing itself has changed separate from grip levels. I am being an optimist here-



Also on the question of DFP adjustment..



whoah! :O you are running 15 force strength? i play with 60. Not really played with the setting but what do you guys think works best. I know it mainly comes down to personal preference but still nice to know what others think. Isnt 15 a bit weak? or are u a drifter?

mad
hehe i'm at 95 ingame and 100 in profiler . chicks dig the authentic pro racer ripped forearms.
I went out on a real car and payed attention to the force it took to turn a corner-- after going back into LFS, that seemed to be very similar.. of course I raise it and lower it while I am on the track- via hot keys- and some cars need a LOT more than others..

On the GTR cars after the tires get warmed up I may drop it down to 10.. and still have a plenty of resistance, on some of the smaller cars, up to 40 or 50 ... All depends. That was just where I left it last time I played.
I find 100 works well on profiler then change the settings ingame as I go using the < and > keys. Most of the road cars work well with 100 in game, apart from the UF1 which needs a bit more, and the FOX with certain settings can be a bit slack so I tend to up that to 120. Then the GTR's can be a bit aggressive with 100 so I drop it to 90 usually good luck with your wheel Aly it takes a little getting used to but once you do its immense!

Oh and also... HAPPY BIRTHDAY!!!
Another thing is that I drive with one hand most of the time, and use the other for the shift stick.. most of the cars in LFS would have a shift stick so that's what I use... If I turned it up that far I would have problems steering.. and have problems with wobble and oscillation.
Quote from BWX232 :And then they show those pictures right next to it- which look to me to be different than the current sidewall flexing we see in LFS now..

It looks a bit different to me too.
Quote from BWX232 :Well as I said, the flexing will change with the grip level change.. I guess we'll have to ask the devs if the flexing itself has changed separate from grip levels. I am being an optimist here-



Also on the question of DFP adjustment..




Enable "Enable Centering Spring in Force Feedback Games", then you're good to go.

I also turn down windows controller to 50% strength, and double the value in LFS, so that I have greater adjustment resolution in game with , and .
I actually used to do that - but I now set it too 100 or higher since I found out the FF of the DFP is not "linear" below 100... And also no need to check the box on the DFP- only with the momo's.. there used to be a bug with those, it is not present in the DFP- of course checking it won't really do anything though.

This all according to "Tom"- the Logitech driver writer on the wingman team forum.


(bottom post was first)
http://www.wingmanteam.com/dis ... es/4/3657.html?1135269994

maybe someday we will get a "linearity slider" to compensate? Hope so.
Call me crazy, but my force is set to 152, used to be 180
Quote from travbrad :Call me crazy

You are crazy.
Quote from BWX232 :You are crazy.

Totally!

I'm in agreeance with Tristan and BWX. I use 60 in windows and around 35-50 depending on car in LFS.

I did the same thing BWX said he did. I paid attention to how my real cars felt and adjusted to that. Of course, I'd expect it a little stronger in a race car, but nothing like 100/100%. You can feel MORE by using LESS.

And, as far as I've heard, you don't need "centering spring" checked anymore with the 4.60 drivers.
I've heard a confirmation that the BF1 will have a traction control system. Therefore, do you think we'll have TC on some old cars too today?

New Physics...
(62 posts, started )
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