The Issue:
This past weekend I had the opportunity to try my hand at autocross at the local Novice School. I enjoyed it very much and am planning to continue in the sport. This led me to take another look at the autocross feature of LFS. I was able to make a good attempt at recreating the layout used for the school and my Miata has similar specs to that of the XR GT. For the most part I was impressed in that I was able to get a very similar time in LFS as I did in my car on the actual track after much tweaking of the car. Score one for LFS.
There were some differences between the feature in LFS and the event I participated in. It would be great if some changes to the autocross feature's functionality and track areas could be made to bring the virtual experience closer to the real one. What follows are the differences and changes I would like to see.
The Autocross Sites:
The first thing I noted is that the autocross sites currently in LFS are not large enough to recreate many of the layouts that have been used in real events. Some sites are long and skinny, some are L shaped, and some are oddly shaped. A single larger lot would be great so that within its boarders we have more space to recreate and define a course on.
The second thing I notices is that the driving surface is very smooth and flat. Most parking or large open lots have varying camber with high and low spots to allow for water drain off. These camber differences and changes can add a lot of personality and challenge to a course layout.
The last thing that I feel could be changed for the better is if the parking stall lines were just removed. They confuse and distract the eye in the simulation environment more so then they do in reality. They also provide a poor reference for laying out a course. I would suggest all painted marking on the lot be removed an in their place a grid of reference points be applied with a 5ft spacing. This point grid need only be visible from within the editor interface. This would aid greatly in designing and building a layout.
Penalties and Timing:
Currently in LFS striking any object aside from the chalk lines and makings result in a 2 second penalty. This is also the only penalty that LFS will and can asses. At the event I attended there were three penalties that could be assessed. 2 seconds for striking a track defining cone, 10 seconds for bypassing a gate or passing on the wrong side of a cone, and disqualification for striking any solid object which in LFS would be any barrier, banner board, tire stack, bail etc. Cones used as pointers or visual dividers/walls did not count as penalties. Now I am going to go out on a limb here and assume that not ever autocross group uses the same rules. To that end I have a few suggestions.
The first thing we need in this part of the feature is to have groups of objects with each group having a designer assignable time penalty, (No Penalty, 1sec to 10sec Penalty or Disqualification). This way the layout designer can assign different penalties for different objects like it works in the real world.
The next thing we need to do is to remove the requirement for sectors and replace them with gates. A gate is an invisible line of a definable width which the driver must pass over. One of these would be present at ever cone or obstacle. For instance if the driver is intended to pass to one side of a cone then the gate would be placed so the one end is under the cone and the other extends out on the side of the cone the driver is suppose to pass or stretched between two cones the driver need to pas between. Failure to pass over this object would incur gate penalty, which the course designer can define, (1sec to 10sec). For a slalom section the gates would be placed from one cone to the next in a line.
With regards to timing in LFS you get a count down to the timer start and then go. This is refered to as a drag start at the event I attended. This club and who knows how many other dislike this type of start. In stead they opt to have the cars start any time after they are cleared to go, turn a 90 degree corner and then pass though the start light. This helps to even the field as your speed is limited and every one has the same opportunity to hit the start light with about the same speed. The finish line is also before the end of the course with a hard 90 degree exit turn. This insures that cars remain in control after the finish line. Penalties are assigned for any cones hit from the time they are given the green light until they exit the course.
To address this I would like to see the following changes to autocross in LFS. The current start and finish triggered should be replaced with 4 triggers.
Start Location: The position the cars starts is to start from.
Timing Start: A Gate used to trigger the start of the race timer.
Timing Finish: A Gate used to trigger the end of the race timer.
Track Exit: A Gate used to trigger final time and penalties calculations.
With these additions the Autocross feature will be dam near reality and will have much more flexibility in its use. At least in my opinion.
This past weekend I had the opportunity to try my hand at autocross at the local Novice School. I enjoyed it very much and am planning to continue in the sport. This led me to take another look at the autocross feature of LFS. I was able to make a good attempt at recreating the layout used for the school and my Miata has similar specs to that of the XR GT. For the most part I was impressed in that I was able to get a very similar time in LFS as I did in my car on the actual track after much tweaking of the car. Score one for LFS.
There were some differences between the feature in LFS and the event I participated in. It would be great if some changes to the autocross feature's functionality and track areas could be made to bring the virtual experience closer to the real one. What follows are the differences and changes I would like to see.
The Autocross Sites:
The first thing I noted is that the autocross sites currently in LFS are not large enough to recreate many of the layouts that have been used in real events. Some sites are long and skinny, some are L shaped, and some are oddly shaped. A single larger lot would be great so that within its boarders we have more space to recreate and define a course on.
The second thing I notices is that the driving surface is very smooth and flat. Most parking or large open lots have varying camber with high and low spots to allow for water drain off. These camber differences and changes can add a lot of personality and challenge to a course layout.
The last thing that I feel could be changed for the better is if the parking stall lines were just removed. They confuse and distract the eye in the simulation environment more so then they do in reality. They also provide a poor reference for laying out a course. I would suggest all painted marking on the lot be removed an in their place a grid of reference points be applied with a 5ft spacing. This point grid need only be visible from within the editor interface. This would aid greatly in designing and building a layout.
Penalties and Timing:
Currently in LFS striking any object aside from the chalk lines and makings result in a 2 second penalty. This is also the only penalty that LFS will and can asses. At the event I attended there were three penalties that could be assessed. 2 seconds for striking a track defining cone, 10 seconds for bypassing a gate or passing on the wrong side of a cone, and disqualification for striking any solid object which in LFS would be any barrier, banner board, tire stack, bail etc. Cones used as pointers or visual dividers/walls did not count as penalties. Now I am going to go out on a limb here and assume that not ever autocross group uses the same rules. To that end I have a few suggestions.
The first thing we need in this part of the feature is to have groups of objects with each group having a designer assignable time penalty, (No Penalty, 1sec to 10sec Penalty or Disqualification). This way the layout designer can assign different penalties for different objects like it works in the real world.
The next thing we need to do is to remove the requirement for sectors and replace them with gates. A gate is an invisible line of a definable width which the driver must pass over. One of these would be present at ever cone or obstacle. For instance if the driver is intended to pass to one side of a cone then the gate would be placed so the one end is under the cone and the other extends out on the side of the cone the driver is suppose to pass or stretched between two cones the driver need to pas between. Failure to pass over this object would incur gate penalty, which the course designer can define, (1sec to 10sec). For a slalom section the gates would be placed from one cone to the next in a line.
With regards to timing in LFS you get a count down to the timer start and then go. This is refered to as a drag start at the event I attended. This club and who knows how many other dislike this type of start. In stead they opt to have the cars start any time after they are cleared to go, turn a 90 degree corner and then pass though the start light. This helps to even the field as your speed is limited and every one has the same opportunity to hit the start light with about the same speed. The finish line is also before the end of the course with a hard 90 degree exit turn. This insures that cars remain in control after the finish line. Penalties are assigned for any cones hit from the time they are given the green light until they exit the course.
To address this I would like to see the following changes to autocross in LFS. The current start and finish triggered should be replaced with 4 triggers.
Start Location: The position the cars starts is to start from.
Timing Start: A Gate used to trigger the start of the race timer.
Timing Finish: A Gate used to trigger the end of the race timer.
Track Exit: A Gate used to trigger final time and penalties calculations.
With these additions the Autocross feature will be dam near reality and will have much more flexibility in its use. At least in my opinion.