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bbman
S3 licensed
Only know him from his forum posts, but his voice was always one of fairness and reason... Frown

He will be missed!

My condolences to friends and family! May he rest in peace!
bbman
S3 licensed
Sory for the late reply, I finally got to test LfS with my G2. I too have a vertical FOV of 93° listed in the options. I haven't done any testing of my FOV, and apart from a subjective difference due to fit I'm not confident I could manage to reliably hit a difference of 3° in what seems to be a manual test.

I honestly can't make my mind up whether the world scale is wrong or not. I limited myself to real life-objects, so Formula BMW on Rockingham. Without experiencing either in RL or other sims, I feel if it's off, then by so little it escapes notice. The set of lights at the end of the pits seems big, and the head of the driver is roughly at knee height of the marshall model, but that might be true to scale - I don't know. The cockpit seems right, but the driver model (besides showing its age) looks like I fit my overweight self into a racing suit.

Limiting myself to RO and FBM was more of a necessity, as with other content, the world scale in my view varied wildly: FOX felt like sitting in a bathtub with switches fit for giants instead of a snug little formula car, and Kyoto National was as massive as a 4-lane highway. Switching to a GTR, the size became much more reasonable...
bbman
S3 licensed
Quote from Forbin :Assuming the ground and air are the same temperature, I think you'd expect the part in contact with the ground to cool faster via conduction? Once the tyre's temperature is fully equalized with ambient air, there would be no hot/cold patches on the tyre. Again, assuming the ground and air are the same temperature.

IRL, the road can be warmer than the air, but the reverse is also possible.

Since precipitation rain or winter is probably even further off for LfS than "just" air/ground temperature modelling, I did make the assumption that the road would be warmer than the air. As such, given enough time the contact patch should reach equilibrium at a higher temperature than the parts exposed to the air, even if maybe I'm overestimating the convection (as nobody in LfS uses wind)?
bbman
S3 licensed
The real test would be if you then pulled away, would you see a patch that stayed warmer because that's the bit that was in contact with the ground?
bbman
S3 licensed
Right, I really do have to invest in ACC one of these days then...

Don't get me wrong, I'm all for every possible temperature and their complex interactions being part of all sims, but temps alone isn't really enough. It's like the current clutch model - if all you need to do is not overdrive the car that hard without any further consequence, it becomes a non-issue.

If the damage model is good enough that you have to think about punting another car and risk losing oil/coolant, I'm all for it. If it's only to adjust a few HP of the performance: half won't notice it, the other half won't experience it (when was the last time you were on a server with wind?). Similar with brakes: When you need to decide whether to take a harder compound where you won't beat anyone under brakes or risk having them explode 11 hours into a 12 hour race - heck yeah! If it's "just" to make them glow cool, what's the point?
bbman
S3 licensed
I can't remember the last time a car had to retire due to simply overheating. Other than due to damage, cooling systems nowadays seem to be so overengineered that overheating issues are a thing of the past.

If you want something unique, then go for brake temps and resulting wear. I believe no current sim tracks that (GTR had just temps iirc). Only an issue for endurance races, but something you still see irl as brake wear can't really be engineered away...
bbman
S3 licensed
Quote from TFalke55 :My first memories:
[...]

Wow, that didn't age well! Big grin

I saw that show too back then! This, as well as the Fujitsu-Siemens racing series got me into LfS and sim racing in general...
bbman
S3 licensed
Quote from MicroSpecV :eh, might be, I wrote that late at night whilst multi tasking so I may have lost the point there. Nevermind, just ignore that bit, was trying to explain the OP but guess I strayed away from the purpose. Did I Say That?

When I meant by slide I don't mean a little oversteer or exit loss of traction, I mean something more similar to an XRG in Turn 1 at BL1 or Turn 2 + the middle sector in WE1R. That kind of controlled, extended sliding.

Fair enough, I see what you mean. There is an argument to be made that those slides around tight corners are used in real racing too, but that would incur penalties such as accelerated tyre wear and heat which we know aren't quite right in LfS.

It might be a problem in short-timed pickup racing, but surely that should drop away with any decent lap count?
bbman
S3 licensed
Now hold on, something doesn't add up here or I am missing a big part...

You DO know peak traction occurs at a couple degrees slip angle? We can agree that LfS probably is more lenient when you exceed the optimum and currently doesn't punish you in another way. Still, have you seen the fast guys in any other sim? They're sliding around just as much, because it IS the fastest way. So if you say Broadbent doesn't slide it's because he hasn't spent enough time with the sim, because he definitely does it just the same in iRacing and AC, last I looked. Without the usual death spin for going over "the limit" and LfS' infinite setup options, of course you will spend much more time around peak traction. If you blame LfS because you decided that an understeery setup is the only right thing I fear you're deluding yourself...
bbman
S3 licensed
Quote from bishtop :@bbman you say the FBM being underpowered yet there is enough power to slide or enough things to alter to get it sliding, i think its due to the suspension that makes it keep grip mostly, set the suspension to its highest and it still handles ok.many factors that could cause issues with the inside of the tyre either heating up quicker such as toe in

If you just want to slide the car about there certainly are more than enough options, but this is about being faster using excessive yaw angles. I've not driven the FBM competitively for quite some time, but I seem to remember the car being so overgeared anywhere other than SO that any more than a few degrees slip angle lost you a couple of kph on exit even with minimal wings...

Quote from MeteorIDW :I'm certainly aware of that, but some people have said they find it exaggerated even for an open diff. Locked diff setups being so effective is also something I chalk up to the inside tires not gripping as much as they should.
But even if there really is an issue with the inside tires, you're right in that I'm probably focusing on it too much. You mentioned ridiculous camber angles being fine, and one of the old news posts has certainly discussed the excessive camber forces you get with the current physics. It's really just a whole bunch of minor issues that only become apparent when people start driving at WR pace.

Not disagreeing with you just because, I am with you that tyre load sensitivity seems off. The root cause for why you feel the open diff exaggerated in my opinion is just the opposite. Both UF were often the topic of debate, seeing as how easy they were transformed to 2-wheelers just by hard cornering, or with the help of a bump in the middle of a turn... They just love to flip!

In the end, we'll see whether our hunches are right when the new physics are released. While there is definitely things to be improved upon, I feel MicroSpec's post makes it seem worse than it is - and surely not something that should spoil good, close racing! Smile
bbman
S3 licensed
Quote from MeteorIDW :EDIT: If you were asking for a source on inside-tire grip being a problem with the Scirocco, that's more something I inferred from what's observable in the game. Other people have mentioned the issue with the inside tires before (particularly how easily you can wheelspin in the UF1), and having much less grip on one side of the car would drastically worsen handling, especially if it's a FWD like the Scirocco.

Yes and no. Sure, the tyre physics are to blame, but not exactly for the reasons you mentioned. I wouldn't exactly call it a major issue, but more along the lines of the physics not being punishing enough to exaggerated setups. The physics allow for locked diffs (even the setups using something else are mostly cranked down so much we might as well call them locked) and ridiculous camber angles to create angular momentum, leading to the powerslide-cornering MicroSpecV critized. I am aware that a few people welded their diff in real life, but those were either Autocross or Offroad. I suspect neither tyres nor drivetrain would survive longer races on tarmac.

The reason you don't see it as much with the FBM is because the downforce and the rearward weight bias combined with the quite weak engine probably create too much traction to slide the car properly. The UF1 spins its inner tyre because it has an open diff - so all the torque is transferred to the unweighted tyre. Were it any more powerful it would probably smoke the tyre in record time, alas it bogs down instead...
bbman
S3 licensed
Yeah, got no further problems with the site... Smile
bbman
S3 licensed
Had the same problems from Austria - no proxy running. Right now is the first time I got the live version of the site since probably Friday afternoon...
bbman
S3 licensed
Quote from BAD_BA :Still not good enough to join the races, but I'm getting there.

Just go out and do it, man! Even if you're getting dropped over time, following someone faster for just a while you'll pick up little details without slogging endlessly on your own. I too hesitated when I started out but I almost always found people on my level I then had great battles with. So don't worry so much and just have fun...
bbman
S3 licensed
Quote from nacim :[...]having over 100 FPS in LFS is useless,[...]

Quote from Whiskey :[...]You only need to achieve 100 fps,[...]

You are forgetting the most important thing here: screen refresh rate. Capping LfS to 100 fps on a 60 Hz monitor might even be the reason you get screen tearing, as the graphics card and the screen are in sync only every 5th frame... Without vsync, the best chance you'll have is if your fps are a multiple of both game and display refresh rate (and hoping both clocks switch at the same time), ie. for LfS on a 60 Hz display: 300 fps...
Last edited by bbman, .
bbman
S3 licensed
Quote from TechEdison :Lol this has to be the oldest thread bumped I've ever seen on any forums...

Whopping 10 years, you guys win the award in my book! Rofl

I commend him on actually searching for info before opening a new thread titled "Plz xplan diffs!" and spamming another 4 posts because he didn't get an answer within 5 minutes... Cool

Forbin is right, the (detailed) explanations in this thread apply to whatever type of driving you like. Since two people even with the same goal will seldomly agree on one specific setting only you can find one that you like, but the wisdom contained in these posts should enable you to take your setup in the right direction rather than wildly guessing (and consequently giving up).
bbman
S3 licensed
Depends on a couple of factors:

- Do you want two seperate one-off races? Then 24 hours are the pinnacle you can do.
- If you want them connected somehow, 6-12 hours a piece should be fine.
- When you don't want teams I wouldn't advise more than 4 hours per race.
- If you want to open it to lesser experienced/more casual racers, you need to go down even further, but anything under 2 hours is just a normal race (even though many might struggle to finish even hour one).
bbman
S3 licensed
Makes perfect sense, that is quite some mileage! I was happy to make 1000 last year!
bbman
S3 licensed
I'm sorry to kidnap this thread a bit, I just can't resist my curiosity...

Quote from Scawen :[...]It's not because I took around a week off rebuilding my road bike. Although I am lucky enough to have been able to deliberately take a career that focusses on allowing me time, rather that maximising my income. So it was really nice that I was able build my own bike up from the component parts.[...]

Is it because that's the backup bike or is there a special reason you went with the 10-speed?

Quote from Xenix74 :Scawen you have a few years' advance. After I also stopped smoking last year, I bought this toy for me this year .....Shrug Big grin

Why are your brake discs installed front to back?
bbman
S3 licensed
Quote from Eclipsed :Exclusively licenced content of LFS inside other sim? That's asking for problems...

Unless I missed the announcement to the contrary, the devs allow porting to other sims as long as LfS is credited properly.
bbman
S3 licensed
Honestly, I don't even understand what difference it should make - the exhaust note of every single race car I heard just droned out every other sound on and around the track... Gear whine and turbo/intake sounds would be noticable in the car, but also only from your car?

It's this one... As the samples used to generate LfS' engine sounds are bangs of a specific millisecond(?) range, I understand everyone gave up adding new samples quickly and just tried to make the loudest, most clipping sound they can achieve with the standard samples. I didn't bother to find out in a while though...

After looking up the flange effect I'm afraid I can't agree with you there either - I feel the sounds are in sync too much so that they amplify themselves until they hit some sort of limiter and start to clip, almost as if every engine in LfS fires at exactly the same time. I have no way to prove that though, and Scawen is probably the only person who could shed some light on how that part of the game works...
bbman
S3 licensed
I've been to quite a few race tracks and have seen a variety of series... I couldn't hear shit of those subtle differences from the grandstands, and I doubt anyone without a spectrum analyzer can (same goes for under a helmet)...

Unless I've missed something major here, those files that are being shared are nothing but the individually set and saved shift+a adjustments. As such, you'd hear exactly those noises, would you not?
bbman
S3 licensed
Fun fact: Race cars of the same make and type also sound the same in real life...

In addition, practically every engine sound in the sharing-thread is REALLY awful, there are maybe a handful that are even worth hearing - so I can do without everyone trying to blast my speakers...
bbman
S3 licensed
Quote from ColeusRattus :But the track itself is quite uninteresting, but that's not AC's fault.

I have to disagree, it's deceptively challenging... Does it really seem that flat when you're driving in VR? Because I can attest that it definitively is not as bland in real life as it looks in your video...
bbman
S3 licensed
Quote from cargame.nl :Suffer... It doesn't get warm before the Italian border lol

http://www.meteociel.fr/cartes_obs/eurtx.png

Erm, that was Sunday, after we had quite a rainstorm, with cloudy weather the whole day... We had almost 30° C today. It might get a bit cooler tomorrow as there is rain on the forecast, but afterwards it's up to 30° again for the rest of the week - it is summer after all...
FGED GREDG RDFGDR GSFDG