G-TeK is another small project i work on. It uses OutSim data to output
telemetry data. G-TeK has acceleration/brake tests and evenetually i'll
make it output telemetry data to files so it can be used in other programs.
It's still a work in progress, but now that the 'big' part of LFSTweak is
done, i'll be working on it again. I'd like to include it in LFSTweak, but
might also make it a stand-alone app, not really sure yet.
I got an error when i tried to get for example a porsche more heavy in the back. When i write - before a number I just get an error and the tweak shut down.
Two questions:
1) Will it be possible to chance Front / Rear Track in a later version?
2) Is it possible to make drag slick tires with much more grip than the other slick tyres?
(Sry for bad english
i had the same problem. Couldn´t find car although i did everything as described. After deleting LFS, downloading it again and "reinstalling" LFS everything went fine for me.
I think this is great release and all, but I may wait until the program is finalized or a bit more polished.
Because at the moment, creating some cars is kind of wierd. If you technically make a car that is an almost 'match' to a real-life counterpart, the car just won't drive like you think it will. The car drives either too washy, or just cannot steer at all (making your end result worthless and slow -- ie. Can't brake, can't steer, can't get grip). Heck, if I just changed the horsepower or boost a bit on the XRT, and kept it RWD, it feels terrible. Any RWD preset you make would be terrible for that matter. You always end up having to use AWD.
With that in mind, I think something is very strange with this. There is either something missing to make the cars drive the way you think they should... or it is the game that makes it too difficult.
Wish someone could make a guide on how-to make some parts correctly, because one setting can affect another, and another, and it gets all out of whack.
I'd say that it is more likely that all the cars feel as "bad". I am not saying LFS is horrible or that the cars are, I'm more saying that the so many times mentioned slow-speed-bug is one reason for this. I have never liked the normal road tires in LFS because of the slippy washy feeling, soft tires are little better but even the slicks slide sometimes like on ice.
I just tried my Opel speedster (1005 kg, 2.0 Liter Turbo Inline 4, 200.0 bhp) and it really wasn't anything specially fun to drive.
One thing peculiar to LFS is just that having any bigger engine in the car means huge "rear tires locking"-effect any time you lift the throttle.
But this is totally offtopic
If there is possibility to add aero and track and wheelbase values to LFStweak it would make the possibilities so much better. I still like it though, experimenting with it can sometimes make magic things happen
I think a big part of it is down to the suspension type, suspension geometry, and accurate setting. Without these it's hard to find the right balance of the real car and for some combo you get pretty weird result. Also with the funny diff you have even more trouble.
I've made a number of cars and heavier cars tend to behave quite realisticly, however I tried making an ariel atom and it's just all over the place, and it's impossible to drive with the real car's tire size.
i have a problem, i open LFS, fine, open tweat, fine, i apply my changes fine, i then go into the pit, then i click go and the poxy thing closes LFSoh, i'm using the latest version of LFS if that helps in any way
I was stuck trying to make an Ultima GTR 640 and couldn't manage to get the weight down low enough, until I realised that negative values work. Suffice to say you get some weird behaviour from cars weighing less that 100KGs (it's possible to make a car with negative weight, but let's ignore that ).
Drop a 100KG car in the garage and it just launches, spinning crazily. Something weird with the springs there, they release more energy than was applied to them.
The Ultima was a nightmare to drive btw, and I couldn't get the torque figure at quite the correct rpm either.
Yeah, LFS has a big trouble with lightweight cars, there is NO grip whatsoever, even with much bigger tires. One thing you can do is if you make a really lightweight car that just flies into outer space, you can add driver/fuel and max the fuel, usually it's enough to keep the car grounded. :P When I was making a car for the drag competition, I was starting with a lightweight car and was getting nowhere. Eventually I used a really heavy car and made some progress. Strange behaviour when you start making things "outside the box" in LFS.
Did someone have a "run time error '13', type mismatch" when loading a preset and solve it? I have downloaded vbrun, add a missing ocx file, and that still does not work ... I suck, I know , but I want to play with tuned car too