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Ball Bearing Turbo
S3 licensed
Quote from XCNuse :Don't both of those paddles control the same clutch though..?

Yes

Quote :Or am I just insane.

Yes
Ball Bearing Turbo
S3 licensed
Quote from hazaky :And Shadowww, have u even seen the ATI Control Center? Much better stuff to play with, and the most coolest thing is that overclocking is realtime. U dont have to restart after every overclock. Well, later u sure do but yea.

Poppycock....

A) There really isn't much difference in terms of flexibility
B) nVidia's overclock is realtime as well of course; not sure where you got that load from
Ball Bearing Turbo
S3 licensed
Quote from mookie427 :people who leave empty packets or cartons or whatever in the fridge

Or anywhere else for that matter!

So lovely to head to the cupboard:

"Ahh, think I'll have a few Dorit.... BAH GRRR"
Ball Bearing Turbo
S3 licensed
Quote from bunder9999 :(... regarding toilet paper orientation) what makes that wrong? i hardly think it makes a difference.

Oh it does make a difference! I big one! There is a right way and a wrong way to install any type of material which is manually dispensed on a roll.

On a lighter note - the mosquito issue.... My heartrate goes up just contemplating the antics of those little bastards. I now have what is basically a small electified tennis racket. Simply hold a button, swing at the wee assailant, and he lights up like a firecracker. That, my friends, is sweet justice. Works on wasps too.

I probably hate wasps even more than mosquitos.
Ball Bearing Turbo
S3 licensed
Anyone with the PC ver - I can't get up that fecking first hill on the track "QC Ramps" :mad:

I don't understand how a game can be so challening but so fun; it's like constant failure is part of the some twisted allure with it.
Ball Bearing Turbo
S3 licensed
Quote from BigDave2967 :Cool, I'll have a look at that graphics card

What is the difference between ATI and nVidia anyway, seeing that they are both different companies that provides graphics card, some say more performance than others, others say more graphic. I've been using nvidia the whole time, havent used ATI yet.

nVidia has pretty much cornered the hardcore market, and seems to have much less compatability issues... This is just my unsound judgement from trying to keep at least semi-current on things.

There are quite a few games now (such as Trine, Cryostasis) that use the PhysX technology to let the GPU do some physics things as well. Those with an ATi card are stuck on the other side of the glass as far as that goes.

I can't see ever going back to an ATi card at this point... I've gone back & forth over the years though. Probably the bang per $ argument is the only thing you'll find in favour of ATi at the moment.

Plus... nVidia has a better logo, and is more fun to say.
Ball Bearing Turbo
S3 licensed
Yeah I picked up Trials 2 a couple weeks ago - instant decision after playing the Demo version.

It's an awesome game and hard as hell (at least to me).

Picked up Trine as well; that's a great game too.

What is it with these great sideview games lately?
Ball Bearing Turbo
S3 licensed
ROFL!

Over 1600 anti-lunists. Lunartics perhaps?
Ball Bearing Turbo
S3 licensed
Quote from Hallen :I oversteer coming out of corners with iRacing too... mostly because of all the lock I have in trying to make the corner.

Hah,
Fair enough. When you say that, I do remember that I have a much harder time being smooth in iRacing than I used to in LFS when I was driving it a lot. Not in the Solstice, but in the Late Model for sure. I wish they'd make a LM road series, that car is a hoot on road courses.

Quote :What i mean by required is that if I am slow enough to make my initial turn in point, mostly off throttle and my arc is good to hit the apex, if I want to stay on that path, I have to increase steering lock substantially with iRacing or my arc will wash out and I won't hit the apex.

I'll have to test that... Thinking about it I don't recall needing more lock before I hit the apex, if anything I'm oversteering a tiny bit before I even hit it most of the time. Could be that I'm just being a goon though I guess.

Quote :This is especially bad when I am using a touch of maintenance throttle to keep the back end pinned down. I found that I can't use maintenance throttle in the Solstice. However, with other cars I have to use it because of the throttle steering and then the steering lock goes way up.

Really? With the solstice I pretty much brake, ease off whilst turning in initially, and then get back on pretty much full throttle all the way around the turn. I don't notice any understeer doing that


Quote :But, seriously, the iRacing car will drift out nicely with a tad of throttle induced oversteer coming out of a corner. LFS does this as well.

Indeed, I agree. Or at least I do when LFS is using a bastardized setup. The car doesn't behave the same with a similar setup as one would use in iR however, that's my beef. I remember many an LFS race coming around with neutral steering on the throttle; good times.

Quote :LFS does throttle steering very well. It is the setups that generally wash all of it out.

- I'm thinking it's the odd setups that actually dial it in TBH.

Quote :Driving the spec racer Ford in iRacing and the Barber car is a bit nuts. The throttle steer in both of those is way happy. I swear I could make it around a lot of tracks without turning the wheel more than a degree.

Heh, hyperbole aside, I think that the Legends car is the epitome of throttle steer. Get a road setup, take it around Limerock and tell me what you think of them apples!

That being said, you have the SR Ford drivers in the iR forum saying that say that indeed is how the car behaves - so who knows.

Quote :Anyway, I am not sure if any of that is right or wrong, I am just saying that is how I see it.

Me too. And it's a good discussion.
Last edited by Ball Bearing Turbo, .
Ball Bearing Turbo
S3 licensed
I only remember one, thank Sam for that. (Aero conversation - shakes fist at Sam) What was the other one? Something to do with sound?

By the way; to anyone that might think I'm taking this conversation in an iRacing direction - I enjoy both these sims and simply enjoy observing and discussing their qualities with likeminded folk. Right now, either one of these sims has features (and lack of features) that can ruin the other one for you .

It's going to be an interesting next half a year in simracing what with Scawen working on some things, and iRacing announcing tire model improvments, night racing, some awesome road racing & tin top content, and drive train modelling.

Kunos is dead, SimBin is worthless, but at least now we have two worthwhile projects poised to present some work worth investigating.
Last edited by Ball Bearing Turbo, .
Ball Bearing Turbo
S3 licensed
Which, IIRC, is exactly what Scawen did - built a virtual tire testing machine as one of his tools.

If you take this conversation to PMs I'll kill somebody. Who cares if it derails the thread; it's good.
Ball Bearing Turbo
S3 licensed
Quote from Hallen : Throttle steering also seems to be way too underpronounced in most of the LFS cars that I have tried.

Fixed

Quote :With iRacing, it seems to be pretty much required once the weight distribution evens out after braking.

I iR, I generally find myself coming out of corners with a hint of oversteer much like in LFS. That could be just because I try and do things the proper way no matter what though. I've never noticed it being necessary to mess with understeer, and my lap times are respectable... ish.. (hit a 48 in the Solstice at Laguna, that's not bad). Maybe I'm not 100% sure what you mean by "required".


Quote :I would agree with that. LFS is very hard to stop understeering once it starts and it does seem to be easier, in general, to catch oversteer. iRacing seems to be similar to other games in that oversteer can be extremely difficult to catch, even in mild situations where understeer is easier to recover from.

Understeer should be easier to overcome since it doesn't yaw the car more; the whole point is the car yaws less than you're wanting. In LFS with oversteer, I really never feel that anything is out of hand or even dangerous... Kind of like "Yawn, oh, woops look at that... I'm at 45 degrees... bah, no big deal". In iR, if the back steps out, it's perfectly savable as long as you're on the ball and paying attention. It requires driver input and calculation. I would never compare it to poo like ISI put out, where pretty much any slip angle is certain doom. You won't see anyone (successfully) drifting in GTR for example.

As a side note, I'm willing to wager that when Scawen finishes messing with the physics on this iteration, that throttle steer will be much more prevalent in LFS than it is now - mark that down on your calendar.

If that doesn't turn out to be the case, then I reserve the right to remove this post however.
Ball Bearing Turbo
S3 licensed
Quote from Shotglass :i rather hope hell choose to use some type of physical model (as lfs seems to) and tune its parameters until it fits the measured data well
any regression derived model is essentially the same as table based models

Exactly!!
Ball Bearing Turbo
S3 licensed
Quote from Hallen :O/T
Interesting. I have found that the understeer in iRacing is very unmanageable. I think that iRacing regains grip after sliding better than LFS does, but initial turn-in seems worse to me. It also feels like the mid-corner understeer is greatly exaggerated in iRacing. You can overcome it by steering a lot more, which also seems odd. But, it's so darned hard to tell sometimes without exhaustive testing because of differences in the tracks, cars, and setups.

That is interesting. I never tried to overcome understeer in iR with more lock. I would think that would probably work up to a point in most situations in real life. For one thing, you're taking energy out of the car by doing that, and therefore reducing the tendancy to understeer. I guess it would depend on the load on the tire, the slip angle, and just how much "too fast" you're travelling. Are you talking soley about entry? (no or little throttle, possibly some brakes).

With default setups, I get some understeer in iR as well, but it usually solves itself intuitively. What's odd is that in LFS, an understeer situation is very hard to come out of - but an oversteer situation is not. Once the front goes, you're in trouble. If the back goes, no problem. iR takes much more focus on oversteer, and much less on understeer - sort of backwards in terms of the degree of required input and "how it feels".

But, as you say... different cars, tracks (especially surfaces), setups etc. Fun to play with though!

Quote :I would love to see setups in LFS that are more aligned with reality than what we see now.

This is the only thing that inherantly pisses me off about LFS at the moment... Curious to see what's coming down the pipe.

Quote from Warper :Could be done with a regression analysis model...

Oh um, yes indeed *cough* of course. I was, uh, thinking that too!
Ball Bearing Turbo
S3 licensed
Yes.

Even a turbo version of the regular FZ5 would be spiffy. Maybe 550HP or so.
Ball Bearing Turbo
S3 licensed
Idealistically, a physical model of "all things tires" would be the way to go, and in the long term I beleive it is - no question.

I'd never driven a convincing spread-sheet sim until iRacing came along, it's startling to me that it's more convincing (tire wise) than LFS is at the moment. Of course, I suppose testing your own tires and having boundless data at your disposal probably helps in that regard...

I jumped back & forth between iR and LFS last night - about 6 stints in each in different cars. I used proper setups in LFS (no locked diffs or other wierd shit) to really try get a semi-comparable feel for both sims.

To be honest I hadn't really pinpointed the understeer "issue" in LFS before because I was using the goofy setups that people run WRs with and so forth... But with a "normal" setup, sure as shit, most vehicles just don't want to turn in for some reason. I have no idea why that is though.

Kaemmer stated in the iR chat session a few months ago that iR will be moving towards a unified physical model for their tires as well. Must be a daunting task taking all their data and trying to work it back into formulae that work most of the time.

One thing is for sure, this is a great time for sim racing with all this R&D going on.
Ball Bearing Turbo
S3 licensed
Quote from danthebangerboy :Really???
you can put power down instead of having pretty much 0 wheel drive in corners.

fixed
Ball Bearing Turbo
S3 licensed
Quote from DEVIL 007 :Np
It is ofcourse your money and decision. Congratulation to the new system and enjoy it. BTW if you would wait 1.5 month you could have iCore 5. Same fast, much less money but dont kill me for saying that now.

Yeah I checked into that extensively but still decided to get the i7. the i5 is actually quite different and the i7 still has a pretty major advantage in SLI systems. Still pretty confident about being ahead of the game with the headroom I have on the i7 chip... some of the clocks out there are insane.

Quote :LFS will not benefit from SLI at all but other games will do for sure. The question is if you have good PSU to support it. I would buy some not cheapo 750W power supply to be really on the save side. Maybe you will need even more as I dont know what all your current system consist. for example if you have a lots of HD in your rig it can stress a system when powered because the HD take a lot from 12V when starting to spinning. Some people might be suprised how much it can be. Otherwise the HD does not consume so much power.

I would for sure get a new PSU as well. I only run one little 300gb drive (I just don't have that much stuff lol) so I would think a good 750W would be sufficient.

I'm liking Enermax units a lot.

Anyone here have experience w/ SLI? Is it a pretty solid technology now?
Ball Bearing Turbo
S3 licensed
Nah I picked the parts up at the shop here in town that I generally buy from. Wanted to get something that I knew I would be happy with and not needing to upgrade for a while so I went with the Core i7 920. I simply fired my bclk up, and have it sitting at 3.5GHz on the stock cooling - it still doesn't get hotter than 54C even with the GPU at 91C heating up the case... so I would imagine I still have quite some headroom if I wanted to push it.

Pretty large difference in games as well. Can run crysis on max settings, but if I want perfectly smooth all the time I have to turn one setting to the second highest - the post processing.

Only question now is whether or not to add a second GTX260 . (never had an SLi board before; seeing the other PCIe slot in there puts ideas in the head....)
Last edited by Ball Bearing Turbo, .
Ball Bearing Turbo
S3 licensed
Quote from PMD9409 :I don't know about you guys, but I have seemed to have learned some bad habits from LFS due to it's flat surfaces and a bit too forgiving physics. When I get away from those habits is when I seem to perform best in iRacing.

Agreed. The surfaces are a major factor to be honest. There's aspects I really like better about LFS, but I can't really make it my mainstay right now because of the sterilized experience it generates for me.

That combined with the outer-space setup options and ranges make it really less realistic than the model truthfully would allow it to be. That's a bit annoying; knowing that if you do things in a realistic fashion that you're punished... Sure it simulates theoretical possibilities well, but that just doesn't relate the image it projects well over top of real life which is a bit odd for a racing sim (to me...)

On the other hand, iRacing, despite it's flaws so far is much more intuitive to drive for me because it behaves exactly as I would expect. Dave will disagree but that his right, even he's wrong...


Quote :Am I crazy, or is this normal?

Mutually exclusive questions from my understanding....

Quote from MadCat360 :...that tiny little fraction of a flick would stop a massive slide from ever happening during that corner. It won me the race....Unfortunately, it's a lot harder to do that in sims, because you can't feel the split-second jiggles and bumps that tell your butt what's coming up....

Exactly.

Watching Dave's video; the real life portion looks almost odd because the driver is reacting before you see what he's reacting to on the video. In the iRacing clips it is mostly the opposite.

I would imagine that in a sim you can get to know the car/track well enough that you could probably approach that kind of thing with a degree of accuracy, but it'll never be the same obviously. It probably balances out the fact that you'll do crazy shit that you'd likely never have the balls to try in real life simply because it doesn't seem anywhere near as insane in a sim.

Quote :This thread really makes me want to get iRacing. I was watching some of that guy Greger Huttu's replays. That dude's unreal.

You won't regret it. First thing to do is just do a month and see how you feel about it. (so to speak :razz
Last edited by Ball Bearing Turbo, .
Ball Bearing Turbo
S3 licensed
Quote from DaveWS :At 37 seconds in, I'd expect the car to react to my countersteering, but allow me enough time to straighten

The car disagrees with you... You just need to figure out why.

Clearly the front of the car had more grip at 37 seconds. Perhaps in the last shot on your screenshots, if you were at maybe 30 degrees lock instead of 120, the tears taps would've stayed turned off? I'm willing to bet you could dial the alleged characteristic out of the car with the setup (but I bet you'd be compromising).

Quote : In the Mazda you literally have no time at all to do this, and that's the problem I have with it.

I bet the car feels the same way about you! Cut er some slack, no more hamfisted see sawing

Quote :Edit: FWIW my optimal is currently 1:04.4xx, but since I can't have any confidence that the car is not going to throw me off the track if I drive the way I want, I can't string a whole lap together at that speed.

Heh - don't think I'm saying you're not a good driver, I know you're a good driver. And I appreciate debates like this with a fellow who's posting videos and screen shots... makes the conversation much less arbitrary.
Ball Bearing Turbo
S3 licensed
Quote from Wilko868 :
He countersteered at the correct angle for the slide but it snapped him away, not correct physics IMO.

Not in the slightest, the input that initiated that slide should never have happened; it's what caused it.

It's all about second 36.5 to 37.
Ball Bearing Turbo
S3 licensed
Quote from DaveWS :I completely disagree. If you watch the slow-mo of me, you will see that there is a moment of oversteer before it all goes horribly wrong. The first bit of oversteer is at 32-34 seconds in, which I correct with say 120 degrees of countersteering, and for a split second, the car is neutral. Then it goes back into a 2nd period of oversteer, which I try to correct again with EXACTLY the same amount of countersteer, and it decides to suddenly snap the other way, then a millisecond later, back to the right again...

Nah Dave, here's what I see:

Initial over steer, heavily but somewhat appropriately dealt with. The problem comes at 37 seconds. The car was settled enough to just drive out; although you didn't seem to agree and countersteered 90 DEG to the left. This was WAY to much for the attitude of the car. You picked up that it was listening to you and by 38 seconds were steering 90 DEG RIGHT. The car listened again and started to lose it and then by second 39 you had about 165 DEG LEFT countersteer, but the car had enough of you by then and said piss on it.

Watch closely - and compare it to the solstice drifting video I posted before - your inputs and the car's response are exactly what he did to initiate drifts in the solstice, you just happened to do it on corner exit instead of entry .
Ball Bearing Turbo
S3 licensed
Quote from DaveWS :A real car should (theoretically) continue to oversteer until you've turned the front wheels in the opposite direction more than the angle the rear wheels are slipping.



... and if you attempted to correct the equivelent slide IRL with such little countersteering, nothing would happen, you'd carry on oversteering until you crash.

Both of those points are not inherantly true and depend heavily on the setup...

You never come around corners in LFS with neutral steering under power?! Come on now

Not arguing with you BTW, I appreciate those videos and I've been watching the one you just posted over and over trying to find some fault. Watching it in fast motion in inconclusive; there is a shit load of steering movement going on but the slow motion shows the real story - a logical reaction to your inputs IMO.
Ball Bearing Turbo
S3 licensed
Quote from DaveWS :That should only affect situations where rear traction for power is an issue.

I've made my 354th video comparison now, enjoy: http://www.youtube.com/watch?v=zj7T3WzOSck

That's a great video BTW and it reinforces to me that nothing dodgy happened there. That was waaay too much countersteer, and then when the car did what you told it too you're upset about it.

The comparison to the RL footage is perfect because it shows that even with more accurate inputs than you were providing (he can feel it physically and has an advantage), he STILL lost the car. His steering was moving exactly with the car, yours wasn't.

In the slow motion you can see it very clearly I'm glad you put that in. Curious to see what others think though too.

edit: You responded already - countersteering happened in that he steered away from the turn and not into it; even if his wheel didn't go past center. There was no understeer there (front didn't wash itself out). In fact, that's exactly how you would want it to handle - with the throttle.
FGED GREDG RDFGDR GSFDG