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Ball Bearing Turbo
S3 licensed
Just did a quick bit of research, it appears that moving fowards your brain can handle quite a bit of acceleration for a period of time... and quite a bit less moving backwards possibly due to tissues in your eye being rather sensitive (same reason negative vertical accelerations are poorly tolerated I suppose). I couldn't quickly find anything on sideways accelerations per se
Ball Bearing Turbo
S3 licensed
Quote from yankman :Right, thats what I meant.
For the discussion about blackouts on ovals the lateral forces are not relevant.
So point is not the add vertical and lateral Gs.

Question is how long ppl can withstand 5 Gs.

It's completely relevant, at least in theory, in a high bank oval where you could achieve a vector sufficient to black you out. At 9Gs, which is the absurd figure I commented on, even a full lateral acceleration can take you out since having even half of your brain starving for oxygen isn't exactly good for you either last time I heard.
Ball Bearing Turbo
S3 licensed
LOL, nobody can take 9G for more than a few seconds without blacking out (or redding out in negative Gs for that matter)
Ball Bearing Turbo
S3 licensed
I could see that since most tweaked LFS setups have pinpoint optimized brake balance such that you can jam your brake pedal into your subfloor without worrying too much about any consequences. If that's what you're used to then it might be a change.

Also, you can change your brake force curve in the setting menu in iRacing now. When you leave the pits the first time in a session, make sure you just put all your pedals all the way down since for since reason, now & again it seems to forget some part of the settings . That can result in you applying a lot more force than you anticipated.
Ball Bearing Turbo
S3 licensed
Quote from Kid222 :I wish i could do it, but i'm not the one. Got that set from one guy who did 16's consistently on it.

BBT: 3D vision, huh? That could do a lot IMO.
Anyway, watch some of those replays. http://members.iracing.com/ifo ... &start=0&tstart=0

Thanks for the links, I checked them out.

They confirm that I am seated firmly in the category of feces with this car.

I'm going to have to watch some Youtube and see if that's how these cars are driven IRL. After T1 they're hitting 5th gear at the fricking top of that hill before slowing down. I'm losing almost all of my time there, and at the last chicane - where those guys basically drift both in and out of the damn thing like the world is about to end, I can't beleive it. I didn't know that car could be driven like that, every time I try and push just a tad harder it treats me like a slut.

One thing I didn't think to check, (since I was disgusted with their speed I only watched it once), was their inputs - I only use right foot braking and I'm wondering if they're using a lot of both pedals at the same time.
Ball Bearing Turbo
S3 licensed
Then you're doing it wrong man! Solstice at LR is a blast, what sort of times do you put down there?
Ball Bearing Turbo
S3 licensed
I could see 19s happening with a lot of practice. I did a TT last night for SR, and kept the thing on the track the whole 30 mins but could not break 1:22. but I know where I'm losing quite a bit of time:
1) As mentioned, braking into T2. It just feels so unsafe braking late enough to not coast into that turn, trailbraking seems out of the question there. As well the small delay into T4 (again blind but this time downhill) has me guessing every lap and I know it should be taken flat out. The rhythm there is goofy.

Are you guys braking for T1 around the 100 mark?

2) Braking after the long straight into the chicane. The chicane seems oddly wide and in practice people were braking significantly later than I thought could work, and turning in later.

3) Don't quite have the balls to keep the throttle 100% at the very top of the last hill, during the turn. It still seems like I'm going to go flying off the track but I don't... There's also some bumps there, yeesh.

The track has a shit load of rather abrupt elevation changes and they're at rather key moments. I think one other factor is that for a couple of months I've been running the nVidia 3D vision (shameless plug). What a difference that makes overall, but it really make elevation changes seem like an amusement park ride. It drastically changes your perception of the track and it's very cool imo.

In contrast, I ran next week's track for a few test laps and was able to throw the car around it confidently on my very first lap. The beating my TTrating is taking this week should be made up next week
Ball Bearing Turbo
S3 licensed
Holy crap I am slow in the Radical

I ran respectable times in Rookie and D (love the Jetta!) around 102% or so on a good lap, but in the Radical I absolutely am shite. I'm using a good set that feels great to me and it fun to drive if not a tad nervous, and I'm struggling to hit below 1:22 when the set can run 1:16s :doh:

This car is fun to drive but I just can't seem to find the limit and stay on it for very long compared to the slower cars. Also finding it a bit hard to find the right line into and out of T1, and the uphill blind entrance whilst braking into T2/3 has me a tad baffled.

Anyone got any tips?
Ball Bearing Turbo
S3 licensed
Where did you learn to read? He said "All you people WHO ARE WHINGING ..." (emphasis added) which doesn't mean everyone, it means just what he said - everyone who is whining. Not tough to spot
Ball Bearing Turbo
S3 licensed
Well, blow off would be on the intake side of the engine. It should only open when pressure between the impeller and the throttle valve is too high to prevent stall & shock on the impeller.

Wastegate should only open when intake manifold pressure is as high as desired, and allows exhaust to flow past the turbine side and prevent excessive spool (overpressure).

What Tim said happens in LFS for the reasons explained in the previous few posts. The engines continue to build boost at the regular rate when pinned on the limiter. When he revs the engine to just under the limiter, the turbocharger is spooling up X amount up to some RPM, then when he pins the engine on the limiter, the turbo spools up the rest of the way very quickly because it was already spooled X amount and the engine builds pressure quickly.

Probably would not happen in real life although depending on the engine you would probably get some intake pressure even when bouncing off the limiter. How much would depend entirely on the engine in question.
Ball Bearing Turbo
S3 licensed
Quote from The Very End :The effect by it were reduced yes.

Ah, ok then. My anecdotal quote was an experience from a couple years ago for sure.
Ball Bearing Turbo
S3 licensed
That's odd, if there's one thing I DO remember about LFS, it was running close behind someone in the FOX and realizing that I was almost on ice in comparison to before I got so close to him. I was understeering into corners bigtime and at one point spun out accelerating out of a corner a few inches behind. I thought it was brilliant (not my driving :razz.
Ball Bearing Turbo
S3 licensed
Quote from mdmx :The whole point here is, when you hit the rev limiter ecu stops injecting/igniting. But intake pressure also doesn't change on rev limit, so i was wrong all way to the bottom. So the engine simulation algorithms needs to be fixed in a more authentic way.

Indeed at the rev limiter the pressure differential across the turbine should drop substantially. But the way things are now is just a very simplistic implementation of the entire engine, including the turbocharger. Hopefully that will change one day.
Ball Bearing Turbo
S3 licensed
No, that would be a stupid way to do it and arbitrary. I kind of understand why people errantly say it, but it's a falacy that an engine's ability to produce boost is "based on load" :doh:

For the turbocharger simulation to improve the overall engine simulation simply needs to improve, and that was something that Scawen has indeed mentioned in the past.
Ball Bearing Turbo
S3 licensed
Quote from J03130 :Who says i know nothing about racing?????? u know shit about me and what i do sooooooooo......ye. xD

Hmm, no I don't know anything about you other than what you say on this forum.... and I can't help but picture you as your avatar the way you communicate... Seriously, read your quote above and look at your avatar - they match!

Quote from oldnavy :This thread from Tyre Physics Progress Report is becoming Witch sim is better?

Clearly a broom sim would be ideal.
Ball Bearing Turbo
S3 licensed
Quote from Jertje :The graphics themselves aren't amazing, but the details more than make up for it indeed - particularly the car models. The first time I chased another Skippy up close and saw its suspension handle all the bumps and kerbs I damn near creamed myself.

Heh, watching the rear suspension view on the skippy with 3D Vision is incredible
Ball Bearing Turbo
S3 licensed
Quote from tinvek :funny i felt the same but over time i've grown to appreciate them more and now a lot of other sims / games look cartoonish by comparison. think a lot of it comes down to just exactly what detail you have on and what the colour balance on your graphics card / monitor is

Indeed, I don't find a ton of difference between LFS and iRacing graphic wise other than the fact that iRacing is A LOT more detailed. So much so that LFS looks very amateur these days in comparison. The colors are very similar overall for now though.
Ball Bearing Turbo
S3 licensed
Quote from thisnameistaken : my girlfriend is much better at parking than me, it's embarrassing.

Why am I not surprized at this?
Ball Bearing Turbo
S3 licensed
Quote from NSX_FReeDoM :I have never played iRacing before so sorry for asking such a noob question.

LFS and iRacing, which one has better physics engine?

Speaking in terms of tire physics since that's the most important part of any racing sim:

Both have downfalls, iRacing has less of them
Ball Bearing Turbo
S3 licensed
It's entirely dependant on the engine & turbocharger in question. In some vehicles, you can hit full boost breifly just by revving the engine and not in others. In fact as a generality, a modern production car would be more likely to do that since they're generally built for low RPM torque, not screaming high RPMs racing around a track.

LFS does however need better turbocharger modelling no question.
Ball Bearing Turbo
S3 licensed
No kidding. But did you see the 3D renderings of the working engines? That is sweet. last I heard (3 years ago) you had to keep an eye on wires around the engine to make sure they didn't melt or wear out and so forth. Some crazy ideas at West, they were (are?) making it so that you could simply be a race engineer on a team and work on the car whilst your driver made the most of it etc
Ball Bearing Turbo
S3 licensed
No not really. It depends on what's being drawn 100%. Batman is very dark (colorwise) game. But; even in that - close one eye and wait a minute, your eyes will adjust and see the ghosting even in that. WoW is "nVidia 3D Vision Ready" and has native support even in the menus. But in Icecrown for example the ghosting is visible; but not in darker zones like Duskwood for example. That and the fact that the glasses just don't (can't) block out 100% of the light to one eye means that this approach, while good, does have limitations that are notable. I still like it a lot though and I don't regret the purchase

There is no "software" issue to make reference to. Games draw 3D images, the forceware driver is reponsible for making 2 images now from slightly different points in space. Not hard, and not something the said game really has to worry about, other than drawing things in the right place within the z-buffer (simply put). It's not like it needs "native support" generally speaking, for most circumstances.
Ball Bearing Turbo
S3 licensed
heh, no it's not. Racing Legends is probably of higher caliber in it's current state, considering the state it was in 4 years ago... And sources tell me it's been trickled on since then
Ball Bearing Turbo
S3 licensed
Quote from Shotglass :nah tn is the fastest lcd type but making switches at 8ms is still too fast for a tn (dont for one second buy the 2ms they try to sell you which can be achieved under certain idealised conditions)

That's my only real complaint with this system, otherwise I love it and it works very well. In most scenes / games you don't notice ghosting but in situations where there is too much contrast with a very sharp transition, it's just plain not responsive enough, which is kind of a let down. For the price I would've wanted perfection, but truth be told if there is major action happening in the game I just don't notice it. It's only noticable during sightseeing, which one tends to do a lot of when the novelty hasn't worn off this toy yet. As well, the top couple cm of the screen are goofy, presumably because the monitor scans top down and the glasses are timed for the centre of the screen and it's just too fast. That make sense to you or is my crap defective?

Quote :you are... for certain values of crosseyedness
both eyes always point at the same spot whether its a finger held right in front of your nose or a star several lightyears away your eyes and that point in space will always form a triangle

heh, :doh: didn't think that through, sorry for seeming retarded. Had a bad day at work, Chinese supplier has ruined years of R&D and work. Kinda of a bummer. Everything makes sense now that I read that statement.



Quote :the constant adjustments in crossedeyedness when watching 3d content might be the reason they dont tire (not tyre which you collonials refuse to spell correctly for some reason)

I bet this is the exact reason. I'll overlook your delusional phonetics and appreciate the exposure of the reason behind my less tired eyes. I was thinking it was having to refocus, that's clearly wrong although I can see why I made that mistake having overlooked the fact that the object (screen) is still physically in the same spot. What a dummy heh.



Quote :which means the lines of sight for each eye will converge at a virtual point in space somewhere behind the screen (but still at the same point so technically crosseyed)

Of course I see that now, but that being said saying that nVidia 3D Vision (tm) works via "crosseyedness" is a tad misleading, since for objects that appear beyond your monitors depth, you're actually just being less crosseyed and for objects appearing closer than your monitor you're being a little more crosseyed. You had me thinking I was going to be walking around like Jeffy from the movie "The Ringer" there for a minute :P

As well, what would be a better method to accompish the illusion?
Last edited by Ball Bearing Turbo, .
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