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AndroidXP
S3 licensed
:rolleyes: This has nothing to do with the car being flipped, obviously.

Seems like the LSD code isn't active when the car is in neutral. Of course not technically correct, it's probably part of an optimization or a simple oversight. In any way, this has hardly any impact on actual racing or any form of driving for that matter, so no one should lose any sleep over that bug not getting fixed.
AndroidXP
S3 licensed
Quote from Calvinaquino :I never (and maybe wont ever) drove in iRacing, but i just drove a few laps in GPL and i noticed the tires loose traction in a more smooth way. So from what i read, people say that GPL was one of the most realistic sims out there (some say it still is), and i can't say anything about Iracing, but what i'm understanding is that this tire physics rework will make the load/traction curve of the tire more smooth?

No, read again

What codehound said was that LFS is between GPL (worse) and iRacing (best) in terms of feeling what the tyres do. I cannot say how accurate GPL's tyre model is in comparison to modern ones. You have to keep in mind, though, that GPL models a completely different type of car with the completely different bias-ply tyres (which are very stiff and have almost no sidewall flex), so I don't think a 1 on 1 comparison is fair in that regard. That said, I think people have a bit of a rose-tinted-glasses issue going on when saying that GPL is still the most realistic sim out there. Maybe the one they're most accustomed to, but realistic? Well, who knows, different car and all that.

In regard to LFS, what most people say they feel is wrong is the way tyres lose/regain grip - it seems to happen too smooth, too gradual. So if anything is going to change then I'd say it's rather going in the opposite direction of GPL-like smoothness. However, we don't really know anything about the new tyre model, other than what Scawen said and that the beta testers approve of the changes.

One thing I'm fairly certain of is that the new tyre model will have more load sensitive tyres, since that is from my understanding of tyres the only thing that would fix the issue Scawen described (too much grip on outer wheel, simply reducing grip won't fix it but would only shift at what speeds the problem occurs). By increasing the load sensitivity, the outer, loaded tyre would work less well than now, resulting in a more equal spread of how much the loaded tyres provide grip compared to the unloaded ones.

This should have a quite profound impact on how the cars feel and more importantly how they have to be set up to drive well. First, anti-roll bars will have more of an effect and the effect won't be the opposite from what you expect. The stiffer end of the car would then have considerably less grip, since the loaded tyre (which in a corner also bears some weight of the soft end of the car) wouldn't be as grippy as now. Second, the way differentials work would be vastly different.
Right now, having low-medium locking diffs is not feasible for the most part. Such a diff works rather poorly in corners, since most grip is on the outer tyre whereas the inner one barely contributes and easily starts spinning, taking away power from the outer wheel. For the same reason, high locking or locked diffs don't cause nearly as much turning problems as they should. Again, the inner tyre barely contributes, meaning the tyre that should normally fight against turning the car just sits there doing nothing. The currently fastest setups exploit both these deficiencies to their full potential. On one hand, they use locked diffs (or clutch pack diffs with 800Nm preload, claiming it feels better/not being a locked diff exploiter, ironically without realising that at such preloads the diff is for all intents and purposes locked), granting them full power even when the inner wheel is in the air. On the other hand, they give full ARB strength to the end of the car with the locked diff, causing all the load to go to the outer wheel (sometimes even lifting the inner), reducing the negative impact on turning to zero. This is mostly done on FWD cars, but really all cars "suffer" from high locking diffs being too viable. Overall it would be more important to make the inner tyre do some work, as the outer tyre alone would be much less efficient than both tyres working together.
Last edited by AndroidXP, . Reason : typo
AndroidXP
S3 licensed
Have you tried turning your wheel fully left and right yet?
AndroidXP
S3 licensed
Sorting isn't enough for you? Adding a trillion buttons for the different track combos would be rather nightmarish, I reckon. Though a filter by just the track (not combo) could work.

Congrats on choosing a really crappy thread title, btw :rolleyes:
AndroidXP
S3 licensed
Talk about awkward.
AndroidXP
S3 licensed
Quote from Bean0 :On LFSWorld, use the 'S2 Hotlaps' icon

Or click here
AndroidXP
S3 licensed
It is ok to include the laps done before the HL. In fact, it isn't even possible to exclude the prior laps due to how replays work.

Just to be sure you've understood, to uploads hotlaps to LFSW you must run the game in hotlap mode. This will also create .spr files you can upload, but they are different from replays that you can do in normal single player mode, which won't be accepted as hotlaps
AndroidXP
S3 licensed
Of course more coders could develop LFS faster.
That's completely irrelevant, though, since it's Scawen's wish to work alone. End of story.
AndroidXP
S3 licensed
Please try again in English?
AndroidXP
S3 licensed
AndroidXP
S3 licensed
Does it also lock your account if you restart first and then unlock? So basically make sure you're unlocking the installation after a fresh boot, not after resuming from hibernation.

If that doesn't work then I fear there's nothing you can do. Since this is a known issue to the devs for a very long time, I'm pretty sure they already tried fixing it but couldn't. Otherwise they wouldn't have resorted to officially adopting the reboot workaround, I reckon.
AndroidXP
S3 licensed
You can use scripts to automate the process of setting the correct wheel turn per car. See: Script Guide.

What it boils down to is that you modify the LFS\data\script\CAR.lfs files (replace CAR with the 3 letter car initials, like XRT) and set each car's steering according to their ingame steering angles. These CAR.lfs script files are executed after leaving the garage (pit out onto the track) with the corresponding car.

As an example, for the XRT you would modify XRT.lfs and add following line in the script:
/wheel_turn 720



I guess you do all this to have the G25 soft-stops working for you? Because if you don't need the FF stops you can simply set the wheel to 720 or 900 degree rotation, set wheel turn compensation in the LFS options to something > 0 and all cars will automatically have a 1:1 steering with your G25, without having to do anything.
AndroidXP
S3 licensed
Posts like yours are the reason the devs post so rarely nowadays. Instead of applying common sense you pick these posts apart, analysing what the exact wording could or does imply, drawing false conclusions or even promises from it.

Yeah he said that. At that point in time it wasn't clear if they might be uploadable at some point. Or maybe it was just a figure of speech and didn't think twice about it. Turns out Z15 hotlaps won't be uploadable, considering the new physics coming out and all.

If I was a developer that had to put up with this bullshit over-analysing, I'd also rather stop posting altogether than risk saying something that could be interpreted wrong or could possibly not be 100% correct. FFS.
AndroidXP
S3 licensed
RAC peaks at 339 in the charts but shows as 360 Nm ingame.
FXO 298 vs 305.
XRT 339 vs 345.
RB4 333 vs 340.
XRR 615 vs 627.
FXR 613 vs 627.

Though now that I look at it, it probably has something to do with the turbo.
AndroidXP
S3 licensed
Quote from Bob Smith :The curves look fine, what's the problem?

They don't reach the torque peak the info tab in the garage displays.
AndroidXP
S3 licensed
So, maybe the clutch is slipping? I'd rather believe the clutch modelling has issues generating a fully locked clutch than saying that the maximum engine output calculation is wrong.
AndroidXP
S3 licensed
Yeah right. InSim is a protocol/interface, not a programming language :doh:
You can write InSim applications in any language that supports TCP/UDP packets.
AndroidXP
S3 licensed
Oh come on. An almost 4-year bump? Really?
AndroidXP
S3 licensed
Quote from Bogey Jammer :The only disappointment is that nobody yet noticed that no torque peak on my graphes reaches the ones specified in LFS garage

Well, how are you measuring the torque? I guess by deducting it from the acceleration somehow? Did you take into account that the wheels will slip constantly during acceleration?

The most accurate measurement would probably be to read the engine output directly from memory, but even then you couldn't be exactly sure what value you're looking at.
AndroidXP
S3 licensed
Some shop in Vienna. Sorry don't remember where exactly. I used a site that shows all retailers and their prices for a given product and chose the cheapest & closest to me.
AndroidXP
S3 licensed
Quote from Bogey Jammer :And... I don't thrust the red shift light very much

That shift light, however, has access to the engine data and lights up exactly at the point where the next gear would give better acceleration than the current one does . It's a really simple calculation and I don't get what's there to doubt about.

Writing a program to create your setups? Now that's ambitious. It'll probably also cost you much more time to get it to a useful state than simply creating the setups manually, but if that is what entertains you...
AndroidXP
S3 licensed
Quote from Bogey Jammer :Many people who asked this data will probably study gear spacing.

I still don't understand what's there to study, though?

The gearing you use should be dictated by the track anyway, you know, like highest gear tops out at the fastest point of the track and second gear is adjusted for the slowest corner. Then you space out the rest evenly in between and maybe adjust them a bit to avoid shifting in important corners.

Really, it's not rocket science and getting it roughly right is already good enough for very quick lap times. I do understand their use in RL to figure out how your engine performs or what effects a change to the engine configuration had, allowing you to figure out the optimal shift point to stay in the powerband. However in LFS we have the red shift light that already indicates the best moment to shift anyway, which is why I don't understand what we could possibly use dyno charts for in LFS?
AndroidXP
S3 licensed
Nice work. What's the point, though?
AndroidXP
S3 licensed
Please keep in mind that altering the skidmarks will also change the way the dark rubber that builds up on the track looks, since they both share the same texture.
FGED GREDG RDFGDR GSFDG