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VTRacing
S2 licensed
Mint.
VTRacing
S2 licensed
Quote :Originally Posted by MadCat360
It's easy enough. The wheel is spinning very fast at 125 MPH. It does so because the force being applied to it by the road is greater. Therefore, the brake must overcome the force of the road going underneath to lock the wheels. This requires more clamp at faster speed than it does at lower speed. Car's can't ignore the laws of physics just because they roll along.

Quote from Forbin :None of that makes any sense at all. Your understanding of physics is severely flawed. Have you even taken high school physics yet?

Forbin it makes perfect sense to me.

And I have tested it in real life with many different cars on different surfaces. The braking force required to lock a wheel is higher at a higher speed and lower at a lower speed.
VTRacing
S2 licensed
Just to throw my hat into the ring.

Credit for this video should go to BYO-Interceptor (nee WTF), he created it for the post-race thread for this Monday Night Racing series race (held in July last year).

The admins of Monday Night Racing gave n23 many chances to redeem himself and drive cleanly. Even after this display it was still about 6 months before he was finally banned from the league.
VTRacing
S2 licensed
Quote from aptitudex :Im sick to death of drivers voting to kick or ban then everyone else votes along with no idea of the circumstances.

Tonight I was banned from the French FBM server because a guy ["Light is Right"] lost control after he passed me, obviously thinking I had tapped him. Looking back at the replay its obvious there was no contact. He simply put the power down too early through the chicane.

This happens all to ofter with close racing for me, anybody else suffer the same problem ?

One thing that may be a factor is that you're in Australia racing on a server in France.

Hence the potential for a lag hit is much greater. While your replay may not show it, his replay may show you tagging him simply because of a lag spike.

The fact that it seems to happen every time you get close to another driver might show that, according to their systems, you are hitting them.

Of course this doesn't solve the vote baaaaaaaaan issue of people hitting 1, but it may encourage you to take the ping time and lag into account when racing on European servers and leave as much room as possible.
VTRacing
S2 licensed
Er, two posts up..

Quote from VTRacing :(I wrote a haiku for this week's round)

Round 2 - Aston North
Now hairpins will cause carnage
Be very afraid


Round 2 results
VTRacing
S2 licensed
VTRacing
S2 licensed
(I wrote a haiku for this week's round)

Round 2 - Aston North
Now hairpins will cause carnage
Be very afraid

VTRacing
S2 licensed
Test, test, and test some more.

You'll find that some changes are more effective than others for your particular style.
VTRacing
S2 licensed
Quote from titanLS :I was always under the impression that decreasing front rebound would increase oversteer, and increasing front rebound would increase understeer.

Well, it depends what part of a corner you're in, really.

Front rebound doesn't have much effect during braking or turn-in. It has a bigger effect during the mid-corner but the largest effect is on the exit when it can help to control the lift (or not) of the nose, and therefore the amount of weight travelling to the rear of the car.

Softening (decreasing) front rebound can promote understeer because: it allows a fast transfer of weight to the rear under power, giving the rear more grip and at the same time it reduces the weight over the front, meaning less grip for the front wheels = more understeer.

At least, that's how it makes sense to me.

Quote from Zen321 :Yes but there is something weird with the rear rebound on entry then.
The higher the rear rebound damping will be set, then the harder it will be to transfer load to the front end, so the front will have less grip so the car will be more likely to understeer...
If the rear rebound is lower, then it will increase your turn in in entries, but it says the opposite stuff in the chart ?
And you agree with me if I follow your reasoning

Yeah, I can see how it looks like that, but I've found it a little different.

The problem is that you haven't quoted the full image, the entry scenario you've selected is for a high-speed lift of the throttle rather than a braking situation.

I'm currently investigating the full image.
Last edited by VTRacing, .
VTRacing
S2 licensed
Quote from titanLS :

It seems everything listed on that chart for corner exit is opposite the way you'd think, not just rear compression.

Actually, I was wrong in my previous post. The image is incorrect to my mind, but only in terms of the compression settings on exit.

Rebound on exit is correct, but compression is back to front.

Sorry.
VTRacing
S2 licensed
You sound very confused.

The image is correct, though the wording is not as clear as it might be.

Its basic message is this:

- To increase oversteer (both entry and exit) - soften front and stiffen rear

- To increase understeer (both entry and exit) - stiffen front and soften rear

Of course that's a simplistic view.

The aspect of your post that I will pull you up on is where you suggest,

"I think it is the explanation for the rear compresson damping setting and effect of this on the car, because when accelerating, making the rear spring compress slower is more likely to make the rear tires compress instead, this enhancing the understeer."

Making the rear spring compress slower will not make the rear tyres compress instead. What it will do is limit the load transfer to the rear tyres: less load = less grip = more oversteer.

So, if you stiffen the rear compression or the front rebound, you will tend to get more oversteer (especially on exit) because you are slowing down the transfer of weight to the rear wheels.

Your confusion about the rebound damping on entry is justified, but the solution of increasing understeer on entry by softening the rebound is based on the idea of making the car more compliant; that is, less likely for the rear wheels to skip across the surface.
Again, the issue is more complex and I don't really have time to go through it fully. But the basic message of that image is correct.
Last edited by VTRacing, .
VTRacing
S2 licensed
This is going to be very interesting.

Some awesome track choices there!
VTRacing
S2 licensed
First race of this series is tonight.

Bring it on.
VTRacing
S2 licensed
Noob
VTRacing
S2 licensed
You guys unleashed a monster.

Bawbag just took 2 tenths off the WR time.

Nice work, mate.
VTRacing
S2 licensed
Does anyone keep a tally about how many times that particular question has been answered?

Just curious.
VTRacing
S2 licensed
Quote from akhenaph :Yes i'm speaking about MRT

I love how everyone ignored this and went off on a tangent about the Formula BMW...

To try and answer your question, I believe the MRT in-game would give you a pretty good idea how a real FSAE will behave, because it was based on a real car.

Of course there may be detail differences, but I agree with you: the "soul" of the car will be recognisable.

By the way, @Clownpaint, great post.
VTRacing
S2 licensed
I once caused the clutch-plate in my rally car to explode (literally) because of too much heat, which I generated trying to extricate myself from a ditch. :ashamed:

And this was a "high-performance" clutch.

So, it is quite easy to fry a clutch if you abuse it. Having said that, I do think that the modelling in the game is a little too aggressive, BUT, I would rather have it too aggressive and have to deal with it than be able to ignore it because the clutch heats too slowly. At least it makes you think about your technique.
VTRacing
S2 licensed
Might want to post this at the LFSEA Supercars forum as well, mate.
VTRacing
S2 licensed
Quote from aoun :Well S3 may take a long time, but this interview i looked up afew months ago has Victor talking about what should be in store for S3.

Victor reguarding Live For Speed S3

Damn you Nsane, I made it all the way to April 2 without getting Roll'd but that one got me.
VTRacing
S2 licensed
Nice one Gabkicks! (anyone would think you were Touring Mars....)
FGED GREDG RDFGDR GSFDG