The online racing simulator
Dynamic racing lines and grip level
Hey everyone,

I guess that point has been braught up quiet some times. The reason I formulate this improvement suggestion is the following: https://www.lfsforum.net/showt ... php?p=1825693#post1825693

I never heard of raceonaut before but what it seems to do is to give information where everyone is driving and how fast he is. Wouldn't that approach be a possible basis to create dynamic grip level?

Just a quick thoght I had.
dynamic grip level would be awsome
Or base it on the current dynamic rubber path, somehow.
What about open configs then? Would be awesome if the rubber paths could be implemented to open configs somehow
Indeed, that would be brilliant
And what would really be awesome is if it would keep data for each track environment for a server instance, so you'd have to deal with the rubber and stuff laid down from the other combos as well
#7 - Woz
Would love the following

- Dynamic live track
- Rain
- dynamic wind, including gusts etc
- Fog
- Day night
Marbles would be cool
All of this would be amazing. So much added realism would come about due to this stuff.
Quote from Flame CZE :Or base it on the current dynamic rubber path, somehow.

For me that disappears while driving, when the race has a certain length, that's why I didn't think of that.
Quote from TFalke55 :For me that disappears while driving, when the race has a certain length, that's why I didn't think of that.

Eh, what?
Quote from Bmxtwins :Marbles would be cool

...and in addition with that - track sweepers and jet dryers!

But seriously - marbles might be a realistic addition,but it would destroy some racing (especially endurance racing),as after some time all turns would become single line. I don't have to explain how would look 24h multiclass racing then,right? So,let's keep this thing unrealistic and let our tyres just vanish in air...
Quote from Eclipsed :...and in addition with that - track sweepers and jet dryers!

no, that would scare montoya fans away...
Quote from Eclipsed :...and in addition with that - track sweepers and jet dryers!

But seriously - marbles might be a realistic addition,but it would destroy some racing (especially endurance racing),as after some time all turns would become single line. I don't have to explain how would look 24h multiclass racing then,right? So,let's keep this thing unrealistic and let our tyres just vanish in air...

Well, no need for marbles in F1 size plus during an endurance race, due to the fact you have to let people through, the track would be cleaner over the complete surface.
Quote from TFalke55 :Well, no need for marbles in F1 size plus during an endurance race, due to the fact you have to let people through, the track would be cleaner over the complete surface.

Well, it doesn't take much more than 3-4 cars on the racing line to get the outside more than dirty again.


Would be cool to have a dynamic racing line with dynamic weather.

Then we could actually have working headlights :P
That's all nice and well, but 3D-support is totally more important.
You've got the point, Bose321!
Quote from Bose321 :That's all nice and well, but 3D-support is totally more important.

Not for the people who won't be able to enjoy that.
Quote from Flame CZE :Or base it on the current dynamic rubber path, somehow.

This won't work, IIRC the dynamic paths are now client-side, so it would just cause everyone to have different grip levels on same parts of the track.

However, if it were turned server-side, it would work and I think it would bring realism slightly more, giving the tracks a bit more "used" feel.

Maybe put the paths together for each "map" (KY, SO, FE, AS etc.)? That could also add a bit to the realism factor, imo. Basically what deko said on his post.
Quote from dekojester :And what would really be awesome is if it would keep data for each track environment for a server instance, so you'd have to deal with the rubber and stuff laid down from the other combos as well

unless i'm mistaken, your car in lfs is not at an x,y,z point but rather at position p along a 3d curve. it's another way of saying the same thing, except even if two curves cross each other and because of that the car can be at the same point on two combos, i don't believe the lfs engine sees it as the same point for the purposes of grip evaluation.

i believe this is part of the simplification the lfs physics engine uses and because of that it is impossible to share rubber paths between combos. (at least more than visually)


Quote :
- dynamic wind, including gusts etc

already implemented?? maybe the gustiness could be configurable

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