Hi, bob, by comparing your result and the equations, I guess that you divide the force by 2 to make the calculation(So it's the force for one wheel). Is that what you did?
Hi, Bob, I'd like to present the process of my calculation:
(1) I use GRC2.2's aerodynamics and set speed at 144km/h, front wing 7 degree, rear wing 9 degrees. Then in "Force Distribution info"
the Front wheel is FF=5383N and Rear wheel is FR=8893N
(2) in Suspension Calc 0.6, I put in the result get from GRC2.2. It calculates the Equivalent Mass of
front MF=FF*0.101971621298=548.91, Rear MR=FR*0.101971621298=906.83
(3) I put in optimum frequency of front OF=2 and rear OR=2, Calc0.6 calculates that adjusted Frequency of
front AF=OF/(MF/1000)=3.6435, of rear AR=OR/(MR/1000)=2.2054
(4) Then Calc0.6 calculates the Sprint rate of
front SRF = ((AF*2*PI())^2)*MF = 287684 (N/m)
rear SRR = ((AR*2*PI())^2)*MR = 174137 (N/m)
Then the rest is depend on this calculation result
Could you please check and see what's wrong with my calculation?
I found that the less equivalent mass, the higher adjusted frequency(stiffer sprint)? Is it correct?
I don't know if I'm customed to the default suspension set of LFS, the new setup calculated from the calculator feels much different to the default setup.
Thanks for your reply.
If I use Front wing angle of 10 and rear of 20 at speed of 144km/h
Optimum F use 2 HZ, then the Spring rate is 284356.2424(out of range) for front and 164797.7116 for rear. Does that mean we can not use Frequency higher than 1.9HZ on this car?
By the way, Bob, in your new edition of advanced setup guide, page 26, there is
"the “aero distribution” from the screenshot above should be equal to the “force distribution” when at zero speed." Should the "at zero speed" be "at all speed"?
Because at zero speed, there is no aero distribution.
In that, we can't adjust the frequency higher than 2.1 because the range of stiffness in LFS is limited to 260KN/m. Could you please try to calculate the stiffness for FZ50 GTR and see the result. If I use the result, then the FZR feels like a train.
Hi, 5th World, is this calculator suitable for FZ50 GTR?
When I put in the force, the stiffness of the sprint seems huge and exceed the
range offered by LFS? (I have divided it by 1000, the result is 244 for front and 166 for rear?)
Have I did something wrong?
And in Gear Ratio Calculator, the force does not include the driver and gas, right?
Hey, is the formular correct? In this suspension calculator(0.6), it's (2*f*pi)²*m, which is 4 * pi² * m * f². Which one is correct? I hope it's not about for one tyre or for two tyre, because in the Gear Rate Calculator it's for front and rear side (should be for two tyre).
Hey, I'm speaking from a point of view of a S2 licensed user. Considering the
group of licensed players and demo players, absolutely the demo players
group is much bigger. What now S2 licensed users can do is just show
skins in a smaller group but can not do it in a bigger group. It's the benefit
of S2 players but not the demo players. To make it clearer, try to ask yourself
if you really want to prevent demo players from downloading your own skins? I
think most S2 licensed players will answer no. That's the starting point.
Paying for something good does not necessarily mean that demo version can
not have those things. Last year, we still have to pay for the features of
current S2 demo version. And think about the success of CS, it's the pleasure
of operating on net attract so many players.
For the bandwidth cost, only devs can decide if it's worth or not to spend
higher cost to catch more registrations.
For abuse other players' skins of demo players, devs can prevent it by
disallowing demo players save the skins to disk.
The purchase value is that you can show skins to everybody without have to
ask every demo player to download it. Considering the user group, the demo
player group is absolutely bigger than licensed player group. What now S2
license can do is give you the ability to show skins in a smaller group.
To: Beandip
Sorry for misunderstanding your meaning. It's true that demo players aren't owed anything. But why would game devs provide good demo versions to
demo players? Attract them to buy it, for sure. In other words, the devs
are responsible to the market, and demo players are the potential market.
So it's not that simple by just saying "they aren't owed anything".
To answer whether demo players own the demo version game, one can just
think if the LFS devs can force those demo players to delete the copies of
the demo game from their harddisk.
Thanks, RAYfighter! Clear and interesting expression. (Y)
Players expecting the game developers provide a better game is normal,
no matter if they are demo players or paid players. Please don't say something
like "demo players own nothing". At least, they legally own the demo version.
Please don't look down on demo players. Everybody was a demo player.
And sometimes the voice of demo players weights more than it of paid
players. The voice of "it's worth to buy it" from a demo player, or it from
a paid player, which one do you think sounds more beautiful to the game
provider?
Providing this service may increase some cost, but the cost is not that
much by applying some techniques, for example, allowing S2 licensed
players put their skins on any website and the program download skins
directly from that website. Furthermore, it acts as a free advertisement
on demo servers, and can attract more demo players to upgrade to full
licensed players. Why would a marketing expert avoid this?
For sure you are a LFS lover, and you have experienced the pain of "putting
skin somewhere for others to download". Why do we S2 licensed players
need to experience this pain like before when we want to show skins to demo
players? Furthermore, demo players normally are not LFS lovers, they
don't care if it needs to download others' skins.
Some addons. Guess who is more excited, the player who is able to see other
skins, or the player who is able to show his own skins to everybody? We see a
lot of great skins and car pictures from internet every day. What everybody
want to do is showing his own style on the net in the game. Know what I mean?
I admit that LFS is a very good game and I love it very much. But I'm not sure
if everybody loves it just like you and me. Someone may just want to play for
several days, maybe they will love it, maybe they will not. However, I think
being able to show the skin to everybody (include S2 licensed players and
demo players) should be a great interest for every player.
As I said before, being able to show skin off and being able to see others' skin
are different things. I think limiting demo players on preventing them seeing
others' skins is not wise. This mechanism actually limits the function of S2
licensed players. Think about it from another point of view.
For sure, I will buy the license. LFS is good. For only 2 days, I begin to love it.
But I have several friends who have only demo license. It's impossible to send
all of them my skin and ask them to install it.
And considering the way it works, it's possible to download those skins from
a web server rather than LFSW servers. So it might avoid influencing the traffic
of the LFSW server.
Hey, why not let demo licensed players download skins? Painting may spend
money because the car owner want to show it out. But watching the skin
should be free because that's what the car owner has paid.
I see. That's great. So it's a limited function only for S2 license.
I have other questions.
1. If I have a S2 license, and I upload my skin. Will those demo license players
automatically download my skin?
2. If I play LFS in a LAN, will other players be able to see my skin?
Thanks for replying so quickly.
Because the skin in LFS is rather easy to make, now there are a lot of very
beautiful skins have been developed. However, it's not easy to show those
skins unless other players download the skins first. LFS is well known for
its real. Painting our lovely cars and show them to others is also a very
interesting thing in real world. So I suggest developers add this function into
LFS and make it more enjoyable.
For technique details, maybe it can be done like this. When a player enter
into the game or change to a non-standard skin in garage, it uploads the skin
to the server. Then the server can distribute the new skin to other players.
To avoid lag, server may control the transfer rate during the competition or,
more simple, only dustribute the new skins in the seconds just before the
next restart.
Thank you all developers for taking us a so good game.