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Blowtus
S2 licensed
During our weekly league race last night, I had the error 'too many physics objects' a few times. Roughly 23 racers on Aston North in the FXR. I think it only happened during qualifying. I have the replay of one of the occurrences here - http://members.iinet.net.au/~cdriver/toomany.mpr
I was logged in as an admin. This is running the w17 patch, apologies if this error has been fixed in the later patches but I can't see it mentioned.
change left and right arrows in menus to plus and minus
Blowtus
S2 licensed
would be a lot more intuitive that way
I always click the wrong one first when I try to change laps etc
Blowtus
S2 licensed
Quote from r4ptor :It doesn't - I never use throttle cut or lift manually and have yet to witness this damage.

Done any 100 lap stints in the lx6 lately?
Blowtus
S2 licensed
Quote from deggis :Take some turbo car, accelerate to 6th gear and drop to 1st gear or reverse at full speed... with both gearcut and blip turned off. The engine should do "popcorns" after that.

Do it in the fxr and you don't even get popcorns
Blowtus
S2 licensed
KTM 380 EXC
2 stroke enduro - lots of fun
http://members.iinet.net.au/~cdriver/me/10.jpg
Blowtus
S2 licensed
I think it would be nice to simulate adjustable power steering. Nothing canned about it.
Blowtus
S2 licensed
Quote from Shotglass :if it makes sense ot not is kind of irrelevant when its become something most lfs players do automatically without even thinking about it
changing it at this point will only add confusion

I agree. Shift-p is also more difficult to press. Perhaps assigning these features to whatever key you like, similar to the way the map colour issue was resolved, would be nice
Blowtus
S2 licensed
This already occurs... when the tyre is worn out it is quite easy to pop.
Blowtus
S2 licensed
Our league runs with the rule that any advantageous, at fault contact must be redressed. Small bumps from time to time is just a part of racing really, but small bumps can also end up as big bumps in LFS due to dodgy collisions...
Last edited by Blowtus, .
Blowtus
S2 licensed
lfs already has such models Tweaker - when running 23 cars on the current compatible patch they appear.
Blowtus
S2 licensed
Why on earth does it matter if some people can't handle 32 cars on screen? Choose a race or league not running that many.

It would be good to see the max cars a specific track will allow listed somewhere in the track selection screen.
Blowtus
S2 licensed
Just because the ai drives 'stably' doesn't mean they are relevant in comparison to human drivers.
Blowtus
S2 licensed
Quote from Eldanor :About the passengers, well, it's one of those funny details you only find in LFS why remove them?

remove them *from the setup* - the same way fuel currently is
Blowtus
S2 licensed
-1, and I also think passengers should be removed from the setup.
Blowtus
S2 licensed
thank you.
Blowtus
S2 licensed
can someone confirm it's both so sprints?
Which tracks have less racer spots available?
Blowtus
S2 licensed
I know it's been mentioned a number of times before, I just couldn't find the answer. Am in planning stages for a league and need to know which tracks (if any still?) are limited to less racers on track.
Blowtus
S2 licensed
I had a look at all my fox setups, most had downforce around about 1/3 or 1/2 of maximum. As cadet was the highest of the 10 or so tracks I'd set it up for, and it was about 2/3.

Quote from djgizmo68 :yeah, the downforce on most cars in most setups in nearly non existant

I can't agree with this...
Blowtus
S2 licensed
Prior to positive boost, manifold pressure is still substantially higher in turbocharged cars than NA. The turbo is still pushing air around, it just hasn't reached the arbitrary line in the sand you're drawing, of positive boost.
Blowtus
S2 licensed
Can I ask what the plans are re future patches? Are many more features (and the corresponding bugs) going to be added in this round of test patches, or are we likely to see a proper patch fairly soon? (ie, once the bugs are sorted) I understand if this is not known or divulged at this point... but it would be handy to know for league planning
Blowtus
S2 licensed
We ran a league series with the xrt and rb4 recently - we selected tracks where the hotlaps were as close as possible. They were roughly equal for qualifying, but in the cut and thrust of racing over a course of laps the rb4 had a significant advantage. I think the rb4 should get the 20kg instead of the xrt...

edit: We typically run multiple 15 minute races for the league.
Last edited by Blowtus, .
Blowtus
S2 licensed
Does anyone know how the clutch pack operation used to work? If it was set to 80/80 - surely this wasn't really 80/0/80? 0 being the transition phase.
Blowtus
S2 licensed
One point in favour of a 'middle option' for resetting, is that LFS's current collision dynamics leave something to be desired... having an important race ruined because you clipped the wrong section of wall or scored a lag moonflight, is going to be rather frustrating. I'm a fan of the notion of going without resets, but not until the collisions are more realistic.
Blowtus
S2 licensed
Fantastic sounding patch, thank you!
28 racers, false starts, pre-load... woohoo
FGED GREDG RDFGDR GSFDG