The inputs from LFS are running as fast as it LFS lets me, so I get approximately 100 updates a second about the car information, and I have added a some prediction to this to attempt to smooth it a little more when there are bigger delays between packets...
The low FPS of the sensors is a big concern, certainly, and it would make it hard to drive. I've actually driven a handful of laps using only the view available from the AIRS screen- I can't hit near PB times as there is some lag between the game and the update, but it was reasonable.
The racing line computation, as it stands right this moment, is creating a geometric racing line. Meaning it is pretty much the smoothest path while remaining in the borders specified by the track edges. I won't get as detailed to do per car, or per setup racing lines, however I would like to take another pass at the racing line in the future to attempt to add "sacrificial corners" or to change the apex. As in, taking the geometric line through a corner is reasonable for fair laps, but taking a later apex should help enter a long straight with more speed.
EDIT: Yea that graphic looks pretty neat. You are spot on with the faster it goes the more difficult it is to drive and control. There are a few things the driver needs to learn, (be told how to deal with via programming), in order to drive faster. Among the first of those, it to be able to see/plan for further ahead the faster he goes. Right now it is programmed to aim for a spot about 20 meters in front of the car and has a temporary "look ahead" point on the racing line of about 60 or 70 meters in front of the car. The braking is dependent on the angles, but he needs to look ahead further than that when going faster.
That and I need to teach the driver how to actually use the Prediction Unit more in order to understand the "limit" of the car and to predict. Such that, if the prediction unit shows the car is going to go off track, SLOW DOWN. If the prediction unit shows an oversteer situation, handle it appropriately. Etc.
The low FPS of the sensors is a big concern, certainly, and it would make it hard to drive. I've actually driven a handful of laps using only the view available from the AIRS screen- I can't hit near PB times as there is some lag between the game and the update, but it was reasonable.
The racing line computation, as it stands right this moment, is creating a geometric racing line. Meaning it is pretty much the smoothest path while remaining in the borders specified by the track edges. I won't get as detailed to do per car, or per setup racing lines, however I would like to take another pass at the racing line in the future to attempt to add "sacrificial corners" or to change the apex. As in, taking the geometric line through a corner is reasonable for fair laps, but taking a later apex should help enter a long straight with more speed.
EDIT: Yea that graphic looks pretty neat. You are spot on with the faster it goes the more difficult it is to drive and control. There are a few things the driver needs to learn, (be told how to deal with via programming), in order to drive faster. Among the first of those, it to be able to see/plan for further ahead the faster he goes. Right now it is programmed to aim for a spot about 20 meters in front of the car and has a temporary "look ahead" point on the racing line of about 60 or 70 meters in front of the car. The braking is dependent on the angles, but he needs to look ahead further than that when going faster.
That and I need to teach the driver how to actually use the Prediction Unit more in order to understand the "limit" of the car and to predict. Such that, if the prediction unit shows the car is going to go off track, SLOW DOWN. If the prediction unit shows an oversteer situation, handle it appropriately. Etc.