Then I realized it's just a sassy car giving me the finger, and I had to show it a thing or two about obedience.
Now we work well together... if only I wasn't mentally retarded at T1 of Summit Point, I would have decent times there. Running low 24s but am losing 2 seconds+ at T1 alone somehow...
Anyone else finding the SRF a little slice of heaven?
Quite a contrast from the Solstice but I'm really enjoying it. It REALLY hates coming right off the throttle, you have to be gentle with it on deceleration if there's any lateral movment going on.
Anything that minimizes backpressure on the impeller will obviously help with "lag" between shifts. On a relatively high pressure system, the mass of the recirced air can be more of a detriment to maintaining shaft speed than simply venting it to atmosphere. If you want to refer to lag as only the time it takes to pressurize a manifold from negative to max, then sure, it has nothing to do with that (obviously).
True, and I can understand why people feel & say this though because in practical terms it's the way it appears. Especially at ridiculous slip ratios where you would basically just be floating on a film of molten rubber as it were.
It's a bit strange because: you can reach very high temperatures on the surface of the tire in LFS (per ctrl+shift) but it doesn't affect grip as much as when the core is heated, which once again just leads to a possible fundamental error in the relationship between the two. IE - if the core temp in LFS is 150 degrees, the tires feel like they SHOULD feel with a massive slip ratio ('soap'), even though the surface temps can meet or exceed those temps and yet the tire still has plenty of grip.
Android has in the past posted graphs showing LFS's longitudinal grip characteristics, and from what we could tell at the time there was a very small peak, and then a drop which levelled out as far as we could tell. The result is that you're better off mashing the brakes and inducing copius amounts of wheelspin off the line than you are feathering the throttle and being professional about it.
Tires do cool faster on openwheelers in LFS afaik. I would suspect that heat transfer from brakes could be a concern, at least probably moreso on street cars without brakes that rapidly dissipate heat, but I'm no expert in this area. Pretty sure I've read something about it, but I can't remember what damn Captain Morgan!
Are you saying that you suspect then that heat build up in LFS is derived directly from rolling resistance at the tire; at least when there are no appreciable lateral forces involved? (Ie F=CN and just using that force as part of the heat generating code somehow). Just for my own edification to understand the idea better. It seems then you'd have to come up with an arbitrary number as to how much energy would be lost into heat via hysterisis.
Well, clearly it plays a massive role at the surface. I'm mainly talking about the interaction thermodynamically between the surface of the tire and the core of the tire, which seems suspect to me. Perhaps one of the issues is that it's currently modelled as two distinct areas (at least from what we can tell) and should probably be treated more like a dynamic gradient. The air inside the tire seems like it's a better insulator than the core of the tire, which I wonder about as well.
There is cooling effect via air even now. (At least according to a post by Kid ages ago, and he was in the know about shit).
It was stated in the past that he'd tried different amounts of segments (seems like a thing a prudent dev would do) and that no benefit was seen from more.
*exactly*! It can't work so well both ways, this simply observable fact is a great place to start looking at this issue.
I haven't been around here a lot lately, but these snippets of info are the reason I used to read this place all the time. Well, that and Todd's thoughtful dissertations. Although I had to wade through a few piles of dung to find these gems, I'm glad I did. Maybe if Todd has a Miller Light or two he can post without charging us!
PS if you have nothing constructive and/or useful to say, go throw your feces elsewhere
edit: Heat from deformation is definitely modelled in LFS as proven by Bob in a thread I'm too lazy to go find right now, but it would seem that core temps are not derived with enough weight towards it, and with too much emphasis on direct heat transfer from the surface of the tire. Even without having concrete values to work with (good luck), tweaking a couple of coefficients could probably move the heating model closer to being more "correct" than it is.
And yes, you can pay Scawen any time you want to. Either buy thwacks of "skin downloads", or purchase some S2s to woo more friends. It think there was/is a way to just "pay" as well - hence all the people that used to put "S3 Licensed" in their sigs and whatnot.
Heh, I find the same thing. The thing is, between the mirror, and what you can actually see, it's pretty easy to instinctively know what's going on, at least I find. In a moment of real uncertainty, having the look button set up for instant look can make you 100% informed in a fraction of a second if need be. iRacing's spotter can help too. On the other hand, high FOV used to acutally make it more difficult sometimes because it was so distorted. With a low FOV, I can run real close to other cars without getting worried about it
Watch the movie "Idiocracy". This kind of crap takes humans down that path.
I, one man, cannot stop the illigitimate and moronic (mis)use of words, but I, along with my grammarnazi(tm) collegues can slow the insidious corruption caused by filthy verbal mutations. I hereby call my bretheren to instate the Union Against Bullshit Terminology (UABT). Together, we shall fight to protect the DNA of terminology everywhere from gross infection by the vile disease of popus-culturitis (POP-us CUL-ture-EYE-tus).
yeah I'm not sure why that exactly is but I find the same thing, I am able to be much more agressive and it feels more natural. I find it gives me a more accurate representation of the track to run lower FOVs. As for high ones... I think the false sensation of speed combined with less visual "resolution" of the track as it were makes it more difficult to be accurate and judge where you're really at and what the car is doing. Everything is too amplified to respond properly to at high FOVs. At least for me, I guess some guys run well with high ones. I know many WR hotlappers did them at around 40 or so however.
Hehe, yeah that's crazy FOV @ 95 - to each their own. I tend to run 55-65, but then my monitor is as close to my face as reasonable to compensate.
Just fun excercise to try - during a reply, set your FOV rather low at say 50 - and put your face right up to the screen. Notice how it feels fairly fast? Now back your face up 12" instantly - your sensation of speed drops off dramatically. Bob has an FOV calculator that gives you your most "true to life" fov for a given monitor size and viewing distance (as if you were looking through a viewport the size of your screen). Get a wall mount and put your screen at the right distance & FOV, and train your brain to like it.
Slightly OT: Is it bad for your eyes using and LCD quite close? I know with a CRT there is obvious concerns with emissions, what about LCDs?
Yeah those are good points. I suppose all the banter in the world can't really do anything about these things... Universally acceptable, to me, means as close as possible to real world, repeatable, predictable (somewhat) reactions. A sim (to me) isn't about recreating a sensation, but about recreating a faithful reproduction - irrespective of how it's interpreted on the user end. The former is objective, the latter is subjective. I don't think iRacing spent gratuitous amounts of dough on their own tire testing equipment for no reason, and I doubt (though am open to being proven wrong) that the guesses of one sim coding superhero (as great as they really are) would happen to be more fundamentally correct than said testing.
Tires even aside (ahem), I am starting to get spoiled by the presentation - aural and graphical on the other side though. Especially the sound. Having voice chat is real nice, and the atmosphere "on the track" is really cool.
That mill has NO torque until high rpm, and your setup can allow that. In fact the default sets are rather safe. You could do the same thing in a comparable corner in LFS in the FOX. Think of the final turn at AS3R in the FOX.
What.. the... Are you talking about iRacing or LFS in that sentence? Because that's very precisely how I feel about LFS. I drove each for 2 hours last night, and LFS is a constant game of managing how much you slide around, never feeling that the car is actually connected to the track for some reason. I better point out that I still really like LFS as well, and the difference between the two isn't really that huge physics wise but I find that LFS feels like you're flopping around like a rubber fish in comparison. iRacing is much more beleiveable over the limit - less controllable but nowhere near in an ISI kind of way. Drifting is possible and rewarding and actually requires some driver input in iRacing . I find that LFS rewards overdriving to a point, while iRacing punishes it.
Actually... it's not really marketed towards the masses. That's why there's that whole speal about "training tool for drivers blah blah".
I'm sure they count on more people picking it up, but it certainly isn't marketed towards the masses. (No keyboard support? Forced cockpit view?)
Blimey, you sure as poop don't "need" a loadcell. I'm starting to think something is really really wierd about your setup. You're clearly having issues that you're either A) hyperbolizing beyond recognition or B) something is goofy with your setup for reasons I can't discern.
The only real difference between LFS and iR in terms of braking is that I can't just set the brakes to some arbitrary value to keep them from locking up - I have to use my foot, and as the video Crommi posted shows, it really isn't that hard. If that video was LFS, the user would've had a "setup" that allowed him to smash his pedal to the floor without thinking about it... My experience mirrors that shown in the video, and I think Phil's does too. You seem like a bright fellow, so I don't imagine A is the answer - it must be B. And I hope you get it sorted because it's ruining the sim for you!
AH, this is what I was getting at. In one sense that sounds breathtakingly obvious and yet the practical effect of that wasn't obvious to me. It's not *just* the friction between the road & tire, it's the energy in the wheel that needs to be overcome. Hurray for a better understand of things that shouldn't have to be said!
One thing I do note in iRacing, which I could use a better explanation of, is the fact that at high speeds one can use full pedal travel for a short time before having to back off. On their forums someone explained that this makes sense. I notice it too, and to brake as late as you can you need to employ that technique of loading them right up and backing off again, to the right spot - otherwise you will get a lockup leaving the pedal all the way down. I don't really understand the forces at play there - presumably is the same reason you can slam on the brakes in your car and often just before you come to rest they'll lock up, given equal braking pressure. ... ?