The online racing simulator
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Darkone55
S2 licensed
Hahaha, I'm gonna talk to scip about that..
Darkone55
S2 licensed
Hmm...

Well, the downforce is pretty much critical.

The height it 107 mm rear and 88 mm at the front. I think that's not too low. The downforce might be the thing, but I'd rather solve it by adjusting the stiffness. I don't know about the damping. The balance is pretty much optimal at the moment, so rather don't touch it.

..

I just tested a lap, stiffer damping seems to help a lot. I'll try to balance that out then... Pff, lot of work. :P

EDIT:

Ok, I did some more testing. It seems that it's not so much the bottoming that causes the damage. If I make the car low enough I don't get any damage at all. But then it also bottoms in the medium fast turns, making it impossible to be fast. I tried about every combination;

- hard damped, stiff and high
- hard damped, stiff and low
- hard damped, soft and low
- soft damped, stiff and high
- soft damped, stiff and low

And some settings in between. It all doesn't seem to have much effect at all.
After 5 fast laps my suspension is halfway gone. I just don't get it. It's like the original setup works best, and that only lasts about 15 fast laps I think.

The only thing I can think of is even softer damping, and a little stiffer and lower. But I don't think that will work either..
Last edited by Darkone55, .
Darkone55
S2 licensed
Quote from J@tko :Increasing ride height and Stiffening the springs will help.

Hmm, I tried that. Even with full stiffness and height it gets damage, although it's less.. Still not there, but it's something. I'd have to run a full stint to see if it really helps. Thanks.

But how can I increase the stiffness without screwing up the balance?

@ morpha, just a lot of downforce.
Bottoming out / suspension damage
Darkone55
S2 licensed
Hello there!

I have got a question.

I've just tested a long run with the BF1 on Aston North. But, on some fast turns and especially in that little downhill chicane, the car gets suspension damage. I think because it bottoms out.

In the beginning of the stint I just went through the chicane as fast as I could. Later, when I saw the damage, I went through it a lot slower, but it still kept getting more damage.

I attached some screens as an example.

I don't care if it gets a little damage, as long as it's possible to finish race up to 310 km.

Is there a way to prevent getting the car so much damage, setup-wise?
Now, the suspension was already fully damaged (red) by lap 18.

Thanks in advance.
Darkone55
S2 licensed
Nice program! I tried it a few times and I love it.

But it still has a few problems, imo. As stated before, when you place the cam too high or in a distance parts of the track disappear. But wouldn't it be an option to make a shortcut, so it automaticly goes to shift+u, moves the cam a bit, and goes back to the TV director? This would be faster and less work then doing it manually.

Also, when I don't select manual directing in the GUI, it sometimes switches to the onboard cams. As a function, that's really nice. But, when I exit the TV director, it appears that it has overwritten all my personal views (I'm using FlipCam for that already). Is there a way to restore my own views automaticly, after I close TV director? Now I have to restore them manually (thank god I back-upped them).

Well, nice program.

Oh one more small thing, not that important, but I noticed the track-side cams don't zoom very much. Not as much as on television. Would it be possible to make the cams zoom in a bit more?

Here's my Aston Club cam file. I tried to get it as close as possible to most cams like you see on TV. So it only uses 5 cams.
Darkone55
S2 licensed
They sound very low-fi, and there are clicks in it. But you're getting close to it.
Darkone55
S2 licensed
Quote from aroX123 :About sounds, i would like to have better ''hit'' sounds. ....

http://www.lfsforum.net/showthread.php?t=42860

Darkone55
S2 licensed
Portishead - We Carry On

The new album. It's cool. !

All those subtle things everywhere. For example, verse (if you can call it that way) basicly goes G flat, F. And the chorus is basicly F, G flat. So, the other way around, and it works great.
Last edited by Darkone55, .
Darkone55
S2 licensed
Quote from ImportFantasy :Installed some hi res skies the other day.Tested on some conditions but this one just got my eyes popped.The screenshots have a dramatic feel with the new skies and such .


That is just awesome! Shame of the drifting tho. :P
Darkone55
S2 licensed
Sigur Rós - Gobbledigook

Interesting. Free to download. Newest single from their new record (which will be released the 24th of June).

http://www.sigur-ros.com/

I don't know about it. It's still Sigur Rós. It's simple, but.. I really like the way it's done.
Darkone55
S2 licensed
The FO8 is a great car, that more people should drive!

I think that there would be even less people driving it when it had 600 HP. It's fine as it is... No, it's not fine, it's great!
Darkone55
S2 licensed
"aaah i'm cwyingh"

Darkone55
S2 licensed
Quote from Mc21 :Any update on this Darkone?

http://www.lfsforum.net/showthread.php?t=42860

@ =Wolf=[NO], the quality is too bad to use, I'm afraid.
Darkone55
S2 licensed
Quote from Becky Rose :You know, there was a time before lyrics: http://www.youtube.com/watch?v=6z7etQ0oWu0

Before that there was Gregorian music. And a lot more styles. They had lyrics.

http://www.youtube.com/watch?v ... J0iRQ&feature=related

:P

And I think you can qualify most of Mozarts early work as popsongs. If you look at the harmony it's very basic.

http://www.youtube.com/watch?v ... N8Ic0&feature=related

Sorry. :P
Darkone55
S2 licensed
It's Sigur Rós. :P

They made 1 album with just sounds as language. Their public could send in what they think the songs should be about. Some kind of "ultimate" poetry or so.

But I think, if you want to make lyrics that matter (if , go write poems or so. The music is about the music. A lot of musicians and also listeners forget that the music itself can be about a lot already. So IMO lyrics aren't really needed. But they can add something sometimes.
Darkone55
S2 licensed
Quote from shashdev :
If we get the XRT, we will have 4 cars out of 20, right? So:
4/20 = 20%

Also, we get one track out of seven tracks, right? In these tracks, we get three variations out of twenty-nine, right? So:
3/29 ~ 10.34%

So, using basic math, to get the percent of the game we would have, we just take the first percent (percent of cars) and the second percent (percent of track variations) and multiply them together. So:
.2 x .1034 = 2.06%

With all other variables let out, this still isn't right.

20% + 10% = 30 out of 200 = 15%...

And you get the physics and all too. You can even use S2 setups, save replays.. Without paying! Just buy S2 to have all the fun...
Darkone55
S2 licensed
Also set engine brake reduction to 0%. Might be even harder then no TC. Of course you have to change the brake settings a little.
Darkone55
S2 licensed
36.88 with the BF1.
Darkone55
S2 licensed
Thanks for the reply's!

Quote from LiveForBoobs :hey Darkone55, i think the sounds sound great. If i may give you my opinion, i think the skid dirt and grass need to be a bit higher volume. The surrounding effect is awesome though, seems like holophonic. Great job

Hah, that's great! I'll look have a look at the volumes. If I can improve it, I will. I love that holophonic stuff. For anyone interested:
http://media.putfile.com/Virtual-Barbershop (listen on headphones)

Quote from LiveForBoobs :
Ah and i don't know if its just me but i can dinstiguish too much the loop on the skid sand, so i let the original.

That's a good point, I noticed that today aswell. I'll try to make it a bit better.

Quote from Karl Morytz :
(althought i think u've given too much muffing to the sounds, not nessesery, since you can edit muffing factor via shift+a )

Isn't this only for the sounds of the cars itself? As far as I can see, there's only a volume slider for the skid sounds (which include the other sounds like dirt and crashing). That slider is on 0.9 here btw.

Quote from Kristjan.J :Thank you, love it.

Btw, the tyre sounds you had there, do you share them`?

I'm not sure yet. I wanted to release them separately, but I don't know if I like them enough. Also, they're pretty much the default sounds, just modified. If I want to make new skid sounds I would like to start with a totally new sound.
Last edited by Darkone55, .
[Release] New crash/wind/gravel sounds!
Darkone55
S2 licensed
Hello again!

This time it is the release of some new in-game sounds. Here are some preview clips:
http://lfs.cyxian.nl/newsound1.avi (4 MB)
http://lfs.cyxian.nl/newsound2.avi (5 MB)

These new sounds make LFS seem more realistic then it already is! Now you can feel the pressure of the wind pushing on your virtual helmet! Crashes never sounded so real! You would almost want to...

This version contains:
- New road surface sound
- New hard crash sample
- New soft crash sound
- New off-road sounds (grass, gravel and dirt)
- New wind sound

The road and wind sounds are basicly the original samples, but modified. The other sounds are based on new samples.

That means that I excluded the skidding sounds. This is because the default skidding sounds aren't bad at all, and modifying them doesn't add much.

Known bugs:
- It may happen that you will hear a loud crash sound when you hit a tyrestack at low speed.

Installation:
1. DO NOT FORGET TO BACKUP YOUR OLD SOUND FILES!
2. Unzip to the *\Live For speed S2\data\sound\ folder.
3. Have fun and drive safe!

Enjoy!
Last edited by Darkone55, .
Darkone55
S2 licensed
Led Zeppelin - Kashmir
Darkone55
S2 licensed
I just checked them out. But I don't really like most of them. The road sound has some distortion on it, but it sounds like it's being bitcrushed. "ScrapeHard" has waaaay too much limiting on it. Same for the soft one. The skiddirt is better. At least a new sound. Although it still just sounds as noise with some crackling. I like the crackling tho. The noise is too flat and only in the mid region. Of the spectrum. The skidgrass is basicly the same with different eq.

SkidRoadHeavyMajor.wav sounds really good. I would pitch it up a little, but I guess that's taste. You have to find a suitable sound for the road tyres as well as the slick tyres, so I think this is a good choice. The other skid sounds are basicly the default sounds but a bit louder if I'm right. SkidSand is about the same as the other of road sounds, and the last one is again the default with distortion.

Shame it are only two really new sounds. The idea of the screaming tyres is nice, but it's not very subtle, and how real is it?
Darkone55
S2 licensed
Quote from mcintyrej :Criticism:
  • Skid Sounds - they aren't beefy enough, remember; its rubber rubbing straight onto tarmac at high speed, it should be a much louder and raspier sound.
  • Collision Noise - Not sure what you based it on, but again it sounds a bit too mellow. It sounds good for little taps against walls but if you hit a wall headon at high speed, as your drivers did, it doesn't sound like a crash its just a little thud.
  • Sand + Grass Sounds - great, they sound realistic.

Thanks.

Well, the collision sound is a compromise. When you bottom the car, or when you hit someone slightly, it would be too much if you heard a loud BANG.

I think you're right about the skidding sounds. I'm not happy with them either. Although I don't think it should be louder. In the video it's not very loud, but it's louder in the game. And you can adjust that also. But I'll try to make something raspier, with a new base. Now I used the default samples as base, pitched and EQ-ed, but it's still too lo-fi. I have to figure out how to make such a sound and record it, or make it with a synthesizer.

Quote from LiveForBoobs :The crashing sounds, the grass and the gravel are great, the skid's are poor i think. Take a look at Karl's sounds as well (on another topic) , he has great gravel/grass/ and skid sounds, maybe you two could join the sounds, and take the best from each..

Well, I'm sorry to say, but I don't like those samples very much, with the exception of the loud skidding sound, although it's still a bit too low. The rest are basicly the original sounds with distortion, making them sound even cheaper.
Last edited by Darkone55, .
Darkone55
S2 licensed
Thanks for the replies. I'll try to make it optimal and maybe add some sounds here and there, then I'll release it. Please post some critics, so I can work on that.
New crash / skid / offroad sounds
Darkone55
S2 licensed
Hello there,

Yesterday I suddenly got annoyed by LFS' crashing sounds. It makes the cars feel so soft. More like wooden cars instead of metal cars. It all sounds a little cheap and lo-fi.

So I decided to play a bit with the sounds, see what everything does. Eventually I created a lot of new sounds, sounds for:
- Soft crashes
- Hard crashes
- Dirt
- Grass
- Gravel
- Different skidding sounds

And I also modified the default wind and road surface sounds, because they have too much "character". That makes them become boring very soon, so I EQ-ed them for a more neutral sound.

I made some video's as a preview. I wonder what you think of it. Since I can't really drive with these new skidding sounds I will make that an optional pack.

I wonder what you're opinions are about my sounds so far.

http://lfs.cyxian.nl/newsound1.avi (4 MB)
http://lfs.cyxian.nl/newsound2.avi (5 MB)
FGED GREDG RDFGDR GSFDG