I see you play around with modding in rFactor and many of them can be found on youtube.
I just wonder - if you had proper physics simulation: you put real input data for tyres, wheels, all suspension settings, and so on and you get quite accurate output results, what minimum settings and what range of settings you need to make out of, lets say, XRG any frontengined, RWD 1T-1,5T mass available?
- mass (+-200kg), CoG, rotational (?) inertia (3 axis),
- types of suspensions?
- presets for engine types (torque, mass, inertia in transmission)
what else?
I must say that this mod made downloading rFactor but I still didnt installed it knowing how manay addons I have to install to look for an online race http://www.livevideo.com/media ... ABBAC46F6ACF0F91B8F3F4537
First time I saw movie from HistorX I couldnt tell it was not a real coverage
Because of that I would even think of it as credible. My experience from simbin's Race is rather poor so I didnt even think about looking for it there. Without a sim that has input and output data comparable with real one data it is just a bogus tweaked for output data with no real connection to input data. Therefore driving technique could be incomparable to the real one.
For now I use Race to know the tracks where WTCC is held. I will perceive RTR as another perspective for watching the races.
David, sorry to say, but the similarities you described and I can see are very general: using struts and circular turning base for yaw. I wouldnt be surprised if that is the optimal layout - IMO the rest are the differences between producers of the type of products.
btw. I know you got Polish roots, so greetz from Poland. btw2: I was trying to convince Pawel Tomczyk to run an event company for couple (3-4) of FDs but Polish market is too small and not sim-educated for that kind of business
well, I'm wondering why? As I remember, Scawen once said that his interest in LFS model of simulation over the simbin way is that it is open - the car can behave correctly in a way not anticipated in details by developer. It is a kind of surprise for me that Scawen doesnt apply that to LFS business model.
@wsinda: I didnt find in your thread a way to give a frame for the mods except gatekeepers that would assure the quality of the content. The other way is to make default models that have so big settings range that car physics stays in boundary for existing models (as car types) and they just look differently.
Track mods should be always checked and approved by devs, but it is so much effort to make complete race track that, I think devs would be able to pick and approve some.
it would be even easier with tuning the cars specs. But... it could be quite interesting if I could see the race along the grid of cars, watch their racelines, braking points and so on, even if they dont see me and I cant crash them. Also, I could see real cars as ghosts and sim cars as "real" - therefore race here would be just the same as always, there could be negative poitns applied for "collision" with ghosts-cars ("incidents" caused by virtual racers. There are lots of possibilities in such environment.
meh, its simbin, so it is nothing close to ultimate sim goal - to have effective and optimized for average PC simulation giving real life physics results. Scirocco urged this way of development.
The sim closest to that would enable next step: racing with real life ghost-cars from real life races.
Because some sims are better in some aspects and I dont really dont see why community cannot discuss about things that could be incorporated (and some because of today's LFS model could be even better than those in other sims) and which shouldnt.
If I could suggest anything I would say that phisics development and graphical content (cars, graphics, tracks maybe not - it splitters online racers) should be separated so Scawen could concentrate solely on the first and the second could be treated as platform.
Nowadays settings allow treating the cars as types (ie. small front engined FWD, middle-engined RWD and so on). So if there were type specific settings limitations (ie. CoG placement or race regulations like: weight, capacity, suspesions availability) cars made by community would be not much diversed than they are today (settings range are very wide), they would just look differently (well, I think collision model uses the same mesh for body...)
There is a feature of limited setups to be introduced, especially with Scirocco. Therefore there would be no danger of rF model with bunch of completely insane designs if the type settings limits were picked sensibly. And the setting limits could be applied not only for the type server-side but to the new models by their creators also. It would require skin-like management, with possibility to approve them from lfsworld, so model not found would use default model.
Therefore Scawen wouldnt be moaned for new content (which would be created in dispersed model) and could tune physics made only by him.
actually not, just saw car configuration screenshots
edit: actually I just did... and can say nothing I know my comp is not modern but I didnt think it is such a crap. It goes quite well for high graphics and full grid in LFS and in x-motor was such a crap - 1 car, graaphics on lowest and just few fps... pfff
Great post Greybull and you have serious points here.
IMO LFS guided racings sims just up to the level when they became acceptable by real racers community what they treated before as "playstation games". I was hoping then that those communities would interfere and sims would even become a playground area for future real racers. However LFS progress slowed down, some flaws are to be fixed now, and iRacing went over that point and became such a platform that gives opportunity for a lot of people to race with real life racers.
I would blame contradictory objectives that devs have - first, the very important point of LFS was to have best phisics best optimized for online play that gives respect for the sim.
Second, I reckon, and I seriously and undoubtely do not know why, that popularity of demo servers, mostly populated by kids, is something regarded by devs as rewarding. Graphics and new content is something appauling to gameplayers, therefore I also dont understand why devs dont give props to third parties creating such content that would be appreciated by gameplayers. Well they did, some of them where included in several patches I think.
So I see as as a challenge is to find good equilibrium or rather solutions to those objectives.
I also agree that this forum is known for the community so any new content that would promote LFS and its capabilities on the official site would be welcomed.
I didnt find all the posts and I thought you would publish it partially. Please do it in the first post of the thread so all updated addons would be easy to find.