this is so depressing.
i havent played lfs in over around 2 years or maybe more, and i come back to find that we are still waiting on rockingham, tire physics, and scirocco with no new updates to speak of
here are two fun little layouts i created.
the first is fun on most small cars, expecially the ufr on restriction.
the second is designed for the mrt but is fun for any car as well if it will fit.
not sure if this should go in bug section or help section or maybe hardware section, but here goes.
i have no display on the xrr.
every other car seems to work just fine.
i had recently reset some display properties to try and boost the framerate on my old machine, so i put them all back and no help.
ive restarted lfs a few times, and my machine as well. no help
im not sure exactly when this started, but i havent gotten any new patches lately or anything, and i dont .vob mod or anything else like that.
it seems like it just started on its own.
just so everyone is clear:
there is absolutely no problem with doing a .VOB mod on a car on a personal computer.
in fact, you can even post pictures of said modified car if you want.
you can in fact, even discuss what kinds of cars you like best to mod into lfs.
however, what you CANNOT do is post HOW you did it or the share the FILES used to do it.
simply talking about it is not illegal in any way.
he posted the file, but removed it, so i think everything is ok
yes and no.
a certain amount of slip will make the car faster.
when making a low speed turn for example, you want the front to stick but the back to slip out just a little. this will help the car rotate and make the turn faster.
the AI drives a set course.
even with the worst set possible, they will not vary the path they drive.
faster sets need different routes
i always figured that the gears would be mirrored.
so in US, first is upper left, in europe, with shifter on left, first should be upper right, but i guess they dont use different "euro spec" transmisssions with reversed gears, so yeah.
i guess the only "special" transmission quirks to watch out for in europe would be the dogleg shifter, where 1 is 2, 2 is 3 and 3 is straight below 2
what are you talking about?
have you ever driven a turbo car or any real car at all?
first...
turbos today are bigger than turbos of the 80's and 90's
in the 80's, turbos were just beginning to be used, and engines were not fully re-tuned to deal with the boost (ie, lowered compression, better pistons)
in the 90's and later, turbos were beginning to be used more widely in stock cars, and turbos got bigger because engines were being built with turbos in mind right from the start.
not only that, but cars today (in case you havent noticed) are more powerful than cars of the 80's. more engine means more turbo
the MRT uses a honda sportbike inline 4 IIRC.
any sportbike engine is a HIGH COMPRESSION engine.
a v-twin uses compression similar to your average car engine, ie, 8.5-9.5:1
an inline 4 bike engine shares more with an F1 engine than a typical car engine.
compression ratios are around 11.5:1 and as high as 13.8:1 in some cases.
most bikes are turbo-ed by only changing the pistons, which lowers the compression slightly to accept the added intake pressure.
that being said, compression has NOTHING to do with the tubo spool characteristics.
the spool characteristics are ENTIRELY based on the turbine size, weight, and efficiency in relation to the compressor size, weight, and efficiency.
the exhaust gasses are what spin the turbine which spins the compressor.
the more gasses, the more pressure is made.
the gasses passed thru the engine are directly related to the engine size and RPM
using a matrix that references points on a turbo map, in combination with throttle position, engine speed, and turbine speed, would be the best way to accurately simulate the turbo IMO
not sure if its been said before but i found a spot where the wall isnt attached to the ground.
its pretty visible in smaller cars and from certain angles
sure there are combos i havent tried yet, but honestly, there is no point to driving the mrt around the oval.
then there are the boring cars.
FXO comes to mind. its just heavy, low powered, and eats tires... thats about it. boring.
LFS needs to grow somehow.
the VW will help, and the new track will help more, but what it needs is more diversity and (as said earlier) the kind of "newness" that can only come from constant updates.
weather the updates are from the official devs, or from a modding community, it doesnt matter.
we need some changes
i understand the problem very well (or so i think)
part of my reasoning for my thought process could be that i do not use a wheel, but a gamepad.
from what little i know about the human brain, i can say that the human brain is a rather terrible processor.
it can process a lot of data, but it can only really recognize patterns and is most efficient at processing visual data...
so if you take the corner entry example, you have to first judge your speed in terms of relative speed... am i going slow, fast, really fast, or OH SHIT fast.
next.
is anything different than it was last time?
it is at this point that you start recalling how much reaction you should be getting for your inputs ect.
next, since you are almost guaranteed to not be on the exact same line as last time, you have to figure out where you are and how to get to where you want to be.
identify your position based on whats around you, and look to the apex (or as much as you can see of it) to gather where you would like to be.
if you are going too fast (according to your experience and speed level) you must slow down, and the amount and time and braking force are determined again by experience.
i think you are on the right track by separating the data into layers, and the "drive to" points... you will need more than 3 points per turn however... either that or a "by way of" line, which could be the "ideal" line thru the turn that the AI strives to take
---
when it comes to it, i think what you need to do is create AI that drives based on vectors just as you have said, but also needs to be able to learn from mistakes... otherwise it will end up taking the same line each race... may not be same from lap to lap, but if left uninterrupted, it will be the same from race to race unless a degree of random error is thrown in.
i read the first page and thats about it... so sorry if im behind, but ive noticed this argument going on a lot
in a real race scenario, you do use the second way of thought.
first, you steer into a corner.
next, you expect a reaction.
if the reaction is not what you expected, you try and think why.
if the car is beginning to point more towards the turn than expected, you know from experience that you are oversteering.
this is confirmed when you begin to hear the tires squeal.
you apply counter steering and wait for the car to stabilize so that you are holding your turn.
you then apply more counter steer and pull out of the slide.
thats how i drive.
for a test, take your fastest setup for your favorite course and increase the rear sway bar rate by 20-50%
next, go and drive a DIFFERENT car around the track for a few laps.
then drive your modified setup car but without thinking ahead that you will need to drive differently.
you will realize that your brain will take the above path of reasoning.
the thing that separates a human from the computer is that the computer perceives the "impending motion" of a slide, whereas a human perceives the effects of a slide and has to react.
for further proof, make a new setup for the fz5
adjust front springs and free length so that you have the softest longest springs possible.
set front swaybars to 0
set rear springs to max and ride height same as front
set rear swaybars to max
set brake bias at whatever you would normally use and turn traction control off (ABS can be on i guess)
if you set the AI to drive around the track, and try and follow them in this setup, it will be impossible
even with the AI on easy mode, they will pass you very easily.
you are constantly reacting to slides whereas they are sensing the slide before it has a chance to occur.
no, i agree, especially since xfg doesnt have abs, nor does uf1, and both NEED handbrake to make sharp turns.
any car's handbrake can be adjusted IRL
its a simple matter of tightening a cable. its actually a lot like tightening the brakes on a bicycle.
FYI, if you are one of those people who cant lock the wheels with a handbrake in your car, i would suggest doing more arm exercises.
its not going to be easy to do, and with good reason.
the only time its used is in emergencies, and most people would be in the habit of yanking on it as hard as they could.
if it was overly sensitive, it could cause problems in these cases.
i can easily lock both rear wheels in both of my cars however.
one uses a hand brake lever, the other uses a foot actuated emergency brake
IMO, the layouts are large enough for the 512 object limit and the tools we have.
if we had a better layout editor and more objects, i could see the need, but not right now.
however a version of AU1 but covered in dirt... +1000
my 0.02, plain flat rotors will give you the greatest friction area, so should theoretically give the best performance.
slotted rotors allow the brakes to apply faster and fade less.
drilled is for weight savings only.
good pads are better than the most expensive rotors money can by in terms of improvement.
i recommend hawks pads if you can get them for your car.
i use HP+ i believe, but they improved my initial bite by around 400%
it was amazing the difference good performance pads make.
sure, they put out tons more dust than "stock replacement" pads, and will probably wear out the rotors a few thousand miles early, but who cares.