In "tricky" RWD cars the rear springs are made longer and softer (retaining ride height) simply to make the car less sensitive to road bumps.
Over a bump cars with shorter springs tend to loose grip momentarily (they lift off). This is tolerable at the front but sets you spinning if it happens at the rear axle at maximum lateral acceleration.
Just tried it. On Autocross Drag strip the telemetry starts right AFTER I cross the finish line (or not at all) no matter what I do.
Which makes the drag strip with its tiny width a very poor replacement.
The fact that a start/finish line must be included seemed trivial to me.
But here it goes:
We need a nominal start/finish line on SkidPad. Lets say from the center to the north.
Telemetry is not supported on Autocross Skid Pad
------------------------------------------------
The SkidPad is a good way to check out the trimming of the suspension.
F1PerfMon is a really good tool too.
But I can not use both together because LFS does no proper Lap count on SkidPad.
So "Saving telemetry for the next lap" never works.
By the way, not beeing able to get telemetry on the first lap is the major bug behind this.
1) This must be a frequently reported bug. Which would make the fact that it has not been fixed more sad. But I searched this forum on "telemetry" and found no match.
2) I am not satisfied with the way (my) bug reports are ignored.
There is a huge noise on "new cars" and "new tracks" but the more important issues on the simulation in itself are overlooked.
Two bars would suffice that go from 100% (all hollow as in the suspension mode) to 0% (totally orange bar), meaning the engine has no power anymore.
This feature would have fitted S1 best, where the engine lost lots of üpower when overrevved but would also help in S2 because it is impossible to spot a slightly damaged engine.
Nowadays there are several good wheels with buttons that allow eight views.
LFS uses only two however.
It would be cool and helpful for clean driving if the views would be extended by a front-left and front-right view.
And an easy thing to do, too.
The friction behaviour of a tyre at high slip angles approaches that of a nearly locked tyre at braking. And there the heavier loaded tyre has a higher friction force. Of course there are other effects too like the warping of the tyre structure but in the end friction is the most important factor. (Unless the tyre jumps off the rim)
Edit: The above is only valid for the force but not for the friction coefficient that is in the plot. So please ignore it.....
if it is in LFS it should enable enjoyable driving to try out how far you cang go without annoying real people. It does not.
Typical situation:
High Power cars, like the XRT or FO8. Good rated AI drivers with lots (>200 rounds) of training with that car. Warm tyres.
Two in front of me, I'm third.
Number two breakes even more early than usual I brake too to avoid collision only to be ignored and crashed head on tail by number four.
I struggle to keep control only to be smacked by number five.
Now there must have been yellow flags everywhere for seconds.....!
But no, at least two more collisions happen and I'm last with a broken suspension or two. The AI pack is over the horizon.
I got myself the Logitech Driving Force Pro.
It features an eight way switch for the view.
The forward-left and forward-right views would be very useful in LFS
to avoid collisions with lateral driving cars.
Looking sideways by 90° is too much since I loose orientation of what is going on in front of me.
The continuous motion feature is a poor replacement it only makes me dizzy and is hard to get used to.
So, please implement at least the two forward diagonal views!
Existing racetracks are very cool and could provide a big thrill to LFS!
Imagine being able to practice on one of the F1 tracks before and after viewing an actual F1 race!
Programs like DTM Race car driver are crappy but provide some real tracks that you can recognize.
However I can fuly understand that LFS developers do not want to spend money by licensing existing tracks. And they have a big enough task already at their hands.
The only solution is an easy track editor or track construction kit so that people can "copy" existing tracks easy. Perhaps by using scanned layouts and by adding some scenery from toolboxes.
One good thing about LFS is the ability to optimize a lot of things - in the chassis. So asking why nothing can be done in the engine is a very valid question.
Of course I would hate to have to buy things. I dont want to see any dollar sign in the whole game.
But why not include an small engine section where some simple things can be optimized?
For example the torque curve could be set pronounced and high at a certain engine speed or broader and not peaking so high. modifying the intake section does that.
There could be a setting for fuel mixture (that would only be useful in long races, but why not)
Rich mixture would mean higher power and less mileage!
It is done in F1.
Or a booster setting for the turbos?
If I can ruin an engine by overrevving why not by overboosting?
Perhaps a mild effect (loss of one cylinder maybe) ?
Two or three options would add to the realism of the game!
The reason was a beginning slack in the wheel and the MRT5 was the first to show this. I tried lots of stuff like setting the toe in very stable but disassembling the wheel and removing the slack at the potentiometer axis did the trick.
From my experience tires get very very loud when going into slip or most of all at wild starts. They are easily louder than the motor of a normal car. They throw everyone out of their beds. This is not the case in LFS.
Of course a totally crippled muffler makes the motor louder than the tires but is the XFG or the UF1000 supposed to be equipped with this?
But even if I am flamed and totally wrong and all....
for me the tires are not loud enough even when I set the motor to minimum and the tires to maximum. Since the user can influence that setting its efficiency should be expanded so that he can easily hear the noise of his tires before they start to squeal without getting deaf by the motor.
They should be hearable even under bad conditions like LAN parties and a not too good isolated headhone. (One reason for a LAN party is to be able to do some talking)
In LFS I found for all cars I tried that the maximum lateral velocity a given tire could deliver was reached at the minimum (or sufficiently near to) of available tire pressures.
In real life there is a substantial drop in lateral acceleration when the pressures get too low. How low? My own car, very similar to the XFG, significantly gets worse in corners when pressures drop below 1,5 bar. And this when the tires are either cold or normal temperature.
A tire of normal width with a pressure that low or even lower deforms itself, increases slip angle and looses side traction especially in the middle of the profile. The wear at the rims but not in the center is even an indicator for a pressure that has been too low for too long. This is not the case in LFS. The lower the pressure gets the better. (Ok it heats faster - that is correct.)