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Drifteris
S3 licensed
I did my best laps that i could do on D43 and D44 to compare the physics. I've attached replays and setup if anyone wants to check it out. I ran it with 30% of fuel, with wheel and pedals set to 120 degrees rotation in-game and 1.0 wheel turn compensation and 25% ffb on my TMX wheel.

Surprisingly managed to do a faster lap on a D44 even with wobbly nature of braking but i tried to be as smooth as possible. Turning and aiming for apexes is much easier so that way you can get the best line without much guessing. I might have done some mistakes but it's hard to push those tires without them losing traction in a split second.

For nearly 2 years now i've been driving mostly bike mods and i pretty much got used to the old bike physics. But something was odd and i guess it's that sideways movement while cornering. You have to lean into the corner way earlier, sort of guess and then hope that you hit the apex. Of course i know the WE2 track very well so i didn't need much guessing how to drive on it. But yea you have to lean a lot sooner and then when you lean a lot, you have to lean a little bit more and the bike seems to corner way better, but it's only at the near fall limit, very weird. And of course i abused that on this lap, or at least i tried. Also it seems to take sharper turns slower as well i suppose because of it running wide.

All in all, i think D44 feels way better, more responsive and needs less guess work to take turns, especially on these big wide circuits.
Drifteris
S3 licensed
Quote from NENE87 :@Drifteris do you use rear break?

No because it's not effective at high speeds and if you tap it while braking it will unsettle the bike even more as rear wheel becomes light so it locks up easier as well.
Drifteris
S3 licensed
Quote from Scawen :Interesting, thanks. I'll have a look at some point in the next few days. If you could tell me specific ways to check it out and compare the versions, that could be helpful. E.g. particular bikes on particular corners that show up the difference.

It's mostly noticable on any straight when hard braking from at least 280 km/h. Simpliest way to test it is to do it on Layout square. Reach 280 km/h with Reaper X1 or Chimera X1 and then brake hard to a stop.
Drifteris
S3 licensed
I've tried improved bike physics and me as a superbikes enthusiast i found few issues. I like how it's more agile, pointy, idk how to describe it, less understeery? on corners. Surely does feel better in that aspect.

However i found out that bikes tend to be a lot more unstable now under braking. The death wobble that i was so trying to get rid off on my bikes and it sort of worked till D44.

Reaper X1 tubes and masses for example that were super stable under braking before.


I don't know whether that's because of removed camber thrust or because of wheel masses being at the center of the wheels now, but i don't really know how i could fix that now, if it's even fixable.
Drifteris
S3 licensed
I managed to break AI (get it stuck in a pile Big grin). They do drive better now, still making some bad overtakes that causes them to go wide and offtrack but a lot less than before. Also it would be nice if AI used random color suits though.



I bet AI could drive slightly faster (and lean more) with my bikes as they don't wobble on corners. Since they collide with other bikes rather often anyway why not increase their speed, for PRO skill level, other levels could be slower like it is now.
Drifteris
S3 licensed
I think i forgot to mention that it was on PRO skill level as they do drive a little bit faster. On easier levels they drive very slowly so obviously they wont run wide as much or at all.
Drifteris
S3 licensed
Quote from Scawen :Is there a way I can set up the grid so that situation happens nearly every time?

A reliable reproduction method with the smallest possible grid would be helpful so I can use speedup in the debug version. The debug version of the code runs a lot slower.

6 REAPER X1 bikes at Westhill international, using stock setup. Almost every time someone will take wrong line and end up not being able to take the corner.
Drifteris
S3 licensed
Yes they can recover from mass pile ups now, however i think the main issue is that they don't know how to take sharper turns. There is a group of bikes on track and they overtake them on the left which puts them on a sharper left hand turn and they just can't do it Big grin

Them not knowing how to take a sharper turn causes those wide turns under braking as well. Maybe tell them to lean more if they are far from racing line? Uhmm

Drifteris
S3 licensed
Thanks Scawen for another interesting update, i noticed that bikes tend to take some corners very wide and ends up on the grass and then in the big pile they cant reset for some reason lol.

Drifteris
S3 licensed
Not sure if bug or not (probably not) but s_clock_formula dials are white from third person. Not game breaking but looks kinda weird since it should be black, at least on my mod. I've updated it to be fully lit and it's kinda more noticable now, before only indicator bulbs on side of lcd were white
Drifteris
S3 licensed
Quote from KiiT1337 :Ignore that i mismatched stuff, btw, another thing from the wheels being as "hub" from the last update, shouldnt the disc brakes be attached to the wheels? instead of the suspension >.>

They are attached to wheels if you are using D32 or later version of test patch.
Drifteris
S3 licensed
Quote from Scawen :I'm not sure how serious this problem is (or if I'm seeing the full problem). I think you are talking about the user customisable colours, and that any the mod creator adds for the new hub objects will end up on the left side of the screen (with the body colours) instead of the right side, with the other wheel colours?

But how much of a problem is this? At first thought it seems like it would be hard to change how this works, but of course I will look into it if it is bad, or could cause problems in the future.

So basically it takes one color slot of 4 possible for the body. It's not a huge problem though, i just thought it's kinda confusing a bit and it limits coloring options.
Drifteris
S3 licensed
One issue i think is that hub objects are using body colors, so it's a bit weird in a way if let's say a bus front wheel and rear wheel colors will be separate.
Drifteris
S3 licensed
Works great! Thank you, Scawen.
Drifteris
S3 licensed
As a fellow bike maker i'm looking forward to your work, knowing that your past mods have really high quality. If you got any questions regarding physics, feel free to ask me.
Drifteris
S3 licensed
Quote from KiiT1337 :One question, are those black parts correct on the fenders of the bike?

https://prnt.sc/z-IpEGfcqjUI

I'm not sure what you mean. If the skin is black then it's black.
Drifteris
S3 licensed
I'm not sure if it's a bug but multi functional display goes above the backing texture. I suppose because texture has no alpha. Before i had speedometer numbers above it, trying to replicate a cluster. Would be nice if time and miles clock was separable as well though.
REAPER X1
Drifteris
S3 licensed
Vehicle mod: REAPER X1
Details page: https://www.lfs.net/files/vehmods/A08E47

SHORT DESCRIPTION:
Quote :998cc Superbike

DESCRIPTION:
Quote :Yamaha YZF-R1 inspired motorbike made in Blender.

Very stable and powerful bike that will put a smile on your face, if you dare to ride it. Good for wheelies too.

Highly detailed model with realistic LOD2 for shadows. Includes naked config with it's own mini dash cluster.

Most textures are made by me using Gimp, Blender, some are taken from original LFS files.

COVER SCREENSHOT:
Westhill hole near sand + camera bug
Drifteris
S3 licensed
Big enough hole to swallow a bike.



Part of the road is not shown when watching from cinematic camera.
Last edited by Drifteris, .
Drifteris
S3 licensed
So i was using an older version of editor something like 7C before, wasn't doing anything recently so was no need to update, but now downloaded D19

I don't know how people make their mods, i open vehicle editor, select my mod and it loads. Click E to go into modeler and do mapping, coloring, building, etc. Back in 7C, after doing some mapping i would press ESC and it would instantly go back to vehicle editor so i could check the lights, subobjects placement, etc.

Now it asks me if you want to quit the editor because there are some unsaved changes. As far as i know it automatically saves the changes done in modeler when you quit into vehicle editor, even in this D19. So why this extra Yes/No window? Now it only confuses me and i might quit the actual vehicle editor.
Drifteris
S3 licensed
#13
Drifteris
S3 licensed
yes/13/Drifteris
Drifteris
S3 licensed
13/Drifteris/Simonas Šalkauskas/Lithuania
Drifteris
S3 licensed
I used to play with "Prevent clipping" setting DISABLED and the sound was smooth. With it ENABLED now on D3, sound appears more muted and distorted. Idk it feels like listening to a poor quality audio. And it's not just engine sounds, very noticeable when car is sliding too, enabled or disabled clipping.
Drifteris
S3 licensed
I noticed that with tone variation being limited to 0.99 a lot of engine sounds that never had any real clipping are broken now. Default sounds aren't really clipping but they missing some bass sound to be enjoyable. But even with default sounds and with default cars sound is still clipping when you slide the car sideways so i don't know whats going on there. Also clipping a lot more in tunnels than before. Just overall a lot more micro audio clipping and stutters.

It also makes my Chimera X1 bike engine sound clip a lot more, since it's a deep sound, sort of fixes when you make it less loud but cmon, who wants to ride a silent bike? Wasn't even that loud in the first place.

Btw, Scawen, can we have crossplane sound for inline 4 engine configuration? Wouldn't need to hex the engine files to make modern bike sounds.
FGED GREDG RDFGDR GSFDG