this display has two of these controller chips (see first datasheet for wiring), so we need to enable one chip, send data for a half of the display, then enable other one, and send the rest of the data... so we need 8 data wires, one for read/write, and two for enable1/enable2 (or one wire for enable and one NOT gate), but the problem is we have only 8 data pins on LPT... pins 10 - 17 are for various control signal, but i'm not yet sure if they are usable for this.. ie. can they be set to any value via drivers??
if not, i might have to add some additional logic.. (a multiplexer maybe?)
in any case an external +5V power source wil be needed, as display's backlight will eat up to 1200mA of power .. this power can be taken from inside of a steering wheel, as display will be mounted on it anyway...
i don't want to make a new thread for it, but when looking at the streering wheel, the other thing came to my mind - the differential in BF1...
from the setup screen it seems to me that bf1 uses the same salisbury diff model as the other cars in lfs... but in f1 diffs are quite a bit more sophisticated - they are electrohydraulic, and the way they transfer torque to each wheel can be changed in real time by car's onboard computer, depeding on track and car conditions...
so that would be IMHO a nice feature to implement...
btw, in 2008 TC wil be banned from F1, so i'm looking forward to proper 2008 F1 without TC in LFS
it reduces engine power on turn exit, so you don't spin... in f1 it also keeps tires at optimum slip angle (angle between tyre and direction of movement) to have maximum grip... so yes, it should be faster
in reality, the whole engine and back wheels would rip off, instead of bending... but the current damage model was meant as a "quick hack", to have any visible damage at all.. while it looks quite convincing on some cars, i'm sure we'll get a proper damage model later... (S3?)
i also think this view is quite realistic, it represents what you actually see most of the time when driving...
and onscreen display is neccesary to compensate for a lack of peripehral vision...okay it's not realistic, but still better than driving from the back seat....
currently, when in car, you can adjust only brake balance and anti-roll bars...
but look at all those knobs on f1 steering wheel - on real car, they are used to adjust TC behavior, and some other aspects of car setup... it would be nice to have all their functions in LFS...
for example, slip angle of TC should be in live settings.. this one is already in setup screen, so it can't be too much of a problem to add it to live settings - it would be helpful in long races, to control tire temps and wear...
yup, but assuming that car is in turn and accelerating at the same time, there are two forces acting on it, one has the direction of velocity vector (tangent to the trajectory), and is a derivative of speed (let's call it aLON), the other one points into center of turn, and it is described by equation aLAT = v^2 / r
the force which i have to project to F and R vectors is then a = aLON + aLAT
that is for longtitudial accelration... the tricky part is the lateral... we discussed it on czech forum and Chaos had an idea to use three points from cars trajectory (in times t-1, t and t+1) , make a triangle from them, and then make a circle that intersects all three vertexes... and then use radius of that circle in equation i wrote above...
i know, but those are forces acting on tyre's contact patch... i need forces, as if they were measured by sensors mounted inside the car..
it might be possible to take forces from all four wheels and count average value of them, but that won't be very precise...
i was thinking a bit about it, and everything that is needed is to take a piece of car's trajectory, and somehow aproximate it to a circle.. then the acceleration to the centre of the circle is a = v^2 / r where v is car's velocity, and r radius of circle
the downforce of the whole underbody is represented by one force, that acts on the car's COG - it is visible in forces view in-game
the underbody downforce currently varies only with speed... to make it more realistic, it should also increase when decreasing ride height...
..and it should be at least separated to two forces, front and rear...
oh, i somehow thought that they are 2d... oh well..
in that case, to get the vector that is pointing "up" you need to get cross product, F x R
and body roll is the angle between R and it's projection on the xy plane R' = (Rx, Ry, 0)
ρ = arccos( R.R' / |R|.|R'| ) = arccos( (Rx^2 + Ry^2) / ( sqrt( Rx^2 + Ry^2 + Rz^2 ) . sqrt( Rx^2 + Ry^2 ) ) )
That means, payment allows you to play Live for Speed S2 in it's current state...
I don't see any statement here saying that paying license will also give you right to demand patches for anything you think is a bug... and that the progammer must obey, because of course you know much better than him what is wrong with physics, and how long it will take to fix it..
You played the demo, so you knew what bugs are there, and what you can expect in full version, so you can't say that you've been scammed...
..and releasing LFS as open source? ROFL... I can already tell you what would happen.. there will suddenly be numerous versions of LFS, each will have something in physics fixed, some old bugs repaired, some new added, some will even allow custom cars, and none of them will be compatible with each other... number of cheats and exploits will increase tenfold... and newest isi games will miraculously gain a better feel for the car...
the advantage is a larger restrictor and engine capacity - 5.5 l for tdi, 5.0 for petrol n/a, but without it the diesel won't be competitive at all, because it is always heavier than petrol engine with similar power...
first audi had problems to get r10 under minimum weight (solved now, as ACO increased minimum weight for all cars by 25 kg)
then there are wider front wheels which are needed because of engine's weight - that reduces aero efficiency
and the torque, the biggest advantage of diesels, has to be electronically limited in lower gears, otherwise gearbox will fall to pieces...
so the advantage of diesel isn't so big as it may seem...
yes, R10 is a great achivement of engineering, and i'm glad that a car like this exists, but the reason why diesel r10 was created is not as noble, as audi marketing people want you to believe...
i just compare the list of user names with the list of finished racers...
if a racer is in the username list, but not in a header, he gets a DNF
in he is not in both lists, he gets a DNSH
look here for a way to get the list of usernames...
better solution might be not to parse MPR, but to make a program to save an insim output of a race to a file, and then parse it
of course it's a PR stunt, they just want to sell more diesels, especially in USA
...another few years of dominance in LeMans with same FSI engine won't give them as much in terms of publicity, as thay had before...
but i heard some rumours that audi is developing another car with conventional FSI twin-turbo V8 as a backup, in case the diesel car will not perform as expected...