On FE Black Rev AI drivers in the LX6 are consistently overcooking the corner after you go over the bridge.
It's quite funny to watch a group of 20 of them do it.
Tried the same w/ the RAC and they're fine. The LX6 drivers are fine on the same corner on FE Gold Rev.
I love mid-engined cars. I drive 2 different ones almost daily and hope to add a 3rd when I come into some more $.
I can't stand turbos. Too unresponsive. Too "floor it and hold on".
If the RAC had a Supercharger instead of a turbo or a NA it would probably be my favorite car in the game.
(The RAC is fun as hell w/ about a 45% intake restriction. Light; tossable; responsive; and no random ass surge of power to upset the balance. I'd just rather remove all boost than do an intake restrictor to get it there.)
They don't actually have plates, but the same text that would go on your plate on any other car is on the car where the driver's name would go.
Usually that's fine. Alot of the F1 liveries, for example, have logos there and it looks really bad w/ the text over the top of it.
So a little check to not show plate text on each skin would be nice.
Yeah I know about the Inferno sets. I was really more curious if there were any combos where a good driver couldn't get Race_s to beat the benchmark. I'd think it would have to be a downforce car.
Say RB4 on SO long rev. race_s is enough to make the benchmark easy if I can drive well enough, but is it good enough on say the FO8 at WE International or would I actually need a inferno set for that one.
Also note I'm looking to beat the benchmark w/ race_s, not the WR.
I just found the ranks on lfsworld and I must say I love it. It gives me a real target to shoot for and easy to see progress instead of just "I wanna go faster".
It seems that the race_s set should be enough to at least beat the benchmark. I havn't done it yet but I suck so that's not saying much.
Are there any combos where race_s is just not going to be enough to top the benchmark with a good driver(not me) behind the wheel?
To add to this: There should be a checkbox under the color set to not show the license plate at all on that particular skin/color scheme. Mainly for the single seaters where it can mess up the look of the skin.
The script system is awesome. I would love to see it have even more power.
Now I just need a way to automatically change the wheel turn degrees outside of S2.
All the S2 setting change automatically, but I still have to leave the game and use the Logitech profiler or control panel to set the appropriate wheel turn for the car.
I use the button on the right in that group of 4 on the top of the shifter console. I just reach over and grab the side of the whole unit like I was reaching for a lever, then press it with my thumb. I really liked the feel of just yanking the shifter in paddle mode, but then when you go to shifter mode you have to adjust to something else.
With my current system it seems to be the closest thing to actually pulling a lever that can be left the same on all shift modes.
Congrats Bawbag. Enjoy your wheel.
I have to say thanks to all the fast drivers in this contest. You were all very willing to help us slow people improve and it made it alot of fun.
I would say this is some of the most fun I've had with LFS so far.
I'd really like to see the Devs turn this into a monthly competition even if the prize is no more than a t-shirt for 1st with 2nd and 3rd getting skins.
If someone were to instant reset into the thick of the action then that would be the fault of the person hitting the reset button same as rejoining the track after an off or reentering the race from the pits. If you want me to vote for LFS to wait to reset you till there's no cars coming just give me the check box I'll hit it right now.
I had not thought of the last lap problem with the stop and go option. Thanks for pointing it out. I'll have to think on that some more.
For the record I'm not looking for ultra short penalties. Less than IRL possibly, but not ultra short. I want a penalty harsh enough that it just barely doesn't take you out of the race. That would depend on race length. I wouldn't even turn them on for races under 10-15 laps. I'm less concerned with finishing order or finishing at all than I am with keeping people in a race that's 30+ mins long. If someone goes out on the last lap and can't finish the race that's fine by me If someone goes out on the 5th and is out for 20+ laps that is what I am trying to avoid. On a 30 lap race I would set the penalty around 100 secs. That would put them near or over a lap down depending on the track. In a 30 lap race you could recover from that, but you would have to drive near perfect.
I kinda figured as much.
I find when I'm driving for example I'll do a run and it will feel good and I'll get say 19.5 at the first split. Then my next one will also feel good and it will be a 20.4 or something. :wtf2: And I really have no idea what the difference was(And I know that that means I really have no idea what I'm doing).
I was watching bawbag run the other day and he was doing say 18.3, then 18.4, then 18.2, etc. And I was kinda wondering if he could tell the difference before he hit the split with that small a time difference.
No they don't.
Example 1 = leader in a battle racing; has a great battle with at least 1 other person for duration of the race(applies to cappy's #2 for restarts).
Example 2 = leader racing all alone; hot laps for the rest of the race because he has such a lead no one can catch him(applies to cappy's #1 for restarts).
edit:
and more importantly
Example 1 = leader doesn't want restart
Example 2 = leader is fine with it
Was racing on a server with 12-15 cars. In turn 1 3rd place looped it and collected essentially the entire field behind him myself included. Immediately many people started asking for a restart. I and several others refused to vote for it because 1st and 2nd who did make it through the corner were having a terrific battle all the way through the race.
Another race on the same course again with 12-15 cars. I was starting 4th or so. Again essentially the whole field was collected in turn 1, but I made it through and had a good 20-30 sec lead. Even though I'm slow and never lead I voted for the restart because I don't want to win if I didn't actually beat those fast guys that got collected in the crash.
I know.
And I was just saying that I saw a different formula car get restarted. It was pulled by a marshall's truck and dumped the clutch to start the motor.
I was just pointing out that this is a racing simulator and that there is more to racing than F1. Different rules for different series.
I have watched a race where they chained 2 cars together and the rear car had no motor while the front car had no brakes. Five 2 man teams. I read of another race that was a 24h endurance race. Half way through they stopped the race for 30 mins or so and had the drivers vote for thier least favorite car. That car was put in a crusher then and there and the race continued.
I'm just saying some of you are way to fast to throw the "not realistic" flag based on details of the rules. There are a wide range of rules for different racing series.
Let Scawen design good physics and a system of penalties so that we can set up our races to match the ruleset we prefer or at least close. A stop and go penalty with a different time could effectively reproduce any time you would lose on track in a real race. This simplifies things for Scawen and gives a huge range of options to us. Win win.
Once again you ignore the point and go on a tirade about realism on any part of the post you choose. I ask again. What is the difference in race terms between sitting in the sand trap waiting for a reset and sitting in the pits for the same amount of time on a stop and go penalty. Nothing. You lose the same amount of time. The stop and go penalty may end up worse for you too when LFS starts enforcing yellows. You lose the time in green flag laps instead of yellow laps.
And for the record I have seen many stalled formula cars restarted by the marshalls. I watched one get restarted and then run back to the pits to replace the front wing he damaged in the off. Different race series, different rules. But I suppose Woz will say that that was not F1 so it's not "real racing".
And how is that really different from getting slapped with a 5 minute stop and go penalty as I proposed in my post? Other than the fact that now the server has the option of how they want thier race run. Say on my server I could make it a 10 sec penalty and on yours it could be 3 hours.
Thanks alot to Reppoh for the set and the replay(not necesarily in that order).
I really like your set. I also like to just leave it in 2nd and I don't feel like I have to fight this set as much. The replay should be a huge help to me to learn why I am so slow.
Probably right. I'd still like the option as server admin to have my server slap those little girls with a stop n go penalty.
I would propose server side scripts. Have the server recognize the following: reset, off course, cause yellow flag, contact, contact front of car to rear of car only, jump start. These could all be per sector or per lap incidents. Makes no difference to me. I know STCC tracks per sector yellows.
Allow the server admin to apply any of the standard penalties to automatically to any of those triggers.
I would also propose to add in the following command: /p_sg <time in seconds 0-XXX> USERNAME
Watching different races I noticed that the time drivers are held for thier stop and go penalties varies from just a coming to a full stop and then going immediately to stopping for over a minute depending on series and what the penalty was for. For example AMLS holds cars in the pits for an additional 30 secs if pit crew has thier visor up. Speed GT series is just come to a stop and go immediately for "avoidable contact".
I really would like the option to put penalties on resets.
I think the best way to handle it is add in a command line similar to the following:
/reset:<any number of standard server side penalties>
example:
/reset=p_sg;p_30
Stop and go penalty and a 30 sec time penalty if you hit the reset button
or
/reset=p_sg;p_sg
Serve 2 stop and go penalties for a reset
or even better put a timer on stop and go penalties so that you could designate how long they had to stop:
p_sg 120
a 2 minute stop and go penalty would slow people down i think. Don't you?
And for those saying that reseting is not realistic, I am not going to argue that real racing should have some sort of resets. I am in full support of any server that wishes to have no reset as an option.
That said we are all striving to become better drivers and a reset option can be a valuable tool when you are trying to discover your and your vehicles limits. I think of this as "practice racing". Sometimes though just a free reset with full repairs seems too lenient and I have frequently felt this way when I was the one doing the reseting. If Scawen wants only resets with damage gone that's fine. I'd just like the option to make a reset a bit of a harsher event.
Very nice. I spent a whole practice/qualifying(don't remember which) trying to get a shot like that at the first chicane at the champ car race in monterrey. 3 out of 4 cars that came by got at least 6" in the air. I never did get the shot, but autoweek got one.
Something I learned watching that race. In REAL racing the drivers will drive where it makes them faster. Everytime. 100%. The only way to stop them is to either hand out penalties or make it break thier car, whether you think it's fair or not.
The other chicane at monterrey. they were jumping so bad that they barely had any of thier outside tire on the track. The race officials put a cone there to try and stop them. The cone was nothing but shredded rubber by the end of the race. The next year they had bricks there and that meant they only drove over them some of the time instead of ALL of the time.