The online racing simulator
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evilgeek
S2 licensed
it wouldn't be too hard if the track was smooth as glass and consisted of simple corners separated by long straights, but as soon as you introduce complex corners, where how you exit one corner affects your entry to the next, or where there are multiple possible lines, the calculations would start to be very intensive. if there are any bumps it would make the calculations even almost impossible.

the reason racing is so fun is because it takes a certain amount of instinct, experimentation and feel to find a fast line, and computers aren't very good at such things.
evilgeek
S2 licensed
so anything that gets said in the media must be true?

that being said, i do think that small changes are harder to adapt to than big ones, because of the way pattern recognition works in the human brain. when there is a big change, our brains recognize the difference and we start fresh, but when there is only a small change, our brains continue to see the similarity to how it was before, and continue to think in the old way, even though it's wrong.
evilgeek
S2 licensed
Quote from EarlHaz :Sorry, but to butt in for a moment if I may - How do you increase travel, or indeed decrease it if you are set up for more than you need (or does it have little effect if you have more than is needed?). Thanks.

suspension setup screen. ride height reduction settings. slider to the right lowers the car, to the left lifts the car.

before adjusting the ride height, go to your tires setup screen and take note of your live camber amounts. after changing the ride height you will need to return to the tires screen and adjust your static camber settings to get back to the same live camber values.

the advantage of lowering your car is more responsive handling in corners, with less body roll. the disadvantage is being forced to use stiffer springs, which can result in less overall grip. so it's really a trade off between responsiveness and grip, and you need to find a balance that suits your driving style and the track.
evilgeek
S2 licensed
as already stated, you are hitting the bump stop. you'll need either stiffer springs or longer travel.
evilgeek
S2 licensed
Quote from Viper93 :Hehe The internet has been around since the 60's and the idea started in MIT.

dude that really stretching the truth. it's true that some of the first network protocol development was done by some guys who were at MIT in the 60's, but nothing much came of it until 1983, and the internet proper didn't come into existance until 1991.
evilgeek
S2 licensed
Quote from Cr!t!calDrift :
Way to pelt another demo racer with the 'buy s2' nonsense that people won't stop running their mouths about.

pardon?

i didn't pelt him. he asked politely how he could help, and i politely suggested the best way for him to do it. furthermore, if a demo user wants more out of the game, it's already there to be had... in the licensed version. how in the world can you call this "nonsense"?

but of course i realize that you aren't thinking rationally right now and jumped all over my post the first chance you got because you are still sore over something i've said previously about drifters. you can't expect everyone to agree, so just do your thing and suck it up others don't like it.
evilgeek
S2 licensed
is the Long Beach road course too tight for F1?
evilgeek
S2 licensed
awesome. new sig time.
evilgeek
S2 licensed
Quote from Byakugan :

Can point direction? I did read a lot of bits and bits, coudlnt really find
a thread with someone offering quality 3d work, for free.

--

i don't have the links but people have proposed donating everything from wheels to entire tracks (nurburgring for example). i suppose it's not an unreasonable idea (offering to donate features instead of just begging for them) but so far it seems that the devs are focused on the core functionality of the sim, and the bells and whistles wont come until later.
evilgeek
S2 licensed
i just did a little tally of average positions gained/lost per race, and i think the numbers are quite telling:

massa: average of 3.50 positions gained in 8 finishes (1 dsq)
raikkonen: average of 1.25 positions gained in 8 finishes (1 retirement)
hamilton: average of 0.22 positions gained in 9 finishes
alonso: average of 0.22 positions lost in 9 finishes

massa's average is obviously higher because he had to start from the back twice, but i still think he's done a great job considering the bad luck he's had. if ferrari can get their reliability sorted out in the 2nd half of the seaon they will be hard to stop.
evilgeek
S2 licensed
the best way you can help out the devs right now would be to buy an S2 license, and trust me, you'll be glad you did.
evilgeek
S2 licensed
sobering. thanks for posting it.
evilgeek
S2 licensed
wavelets to speed up the spline calcs?

i dunno. it sounds like doing the ruts properly would be quite difficult. on the other hand, accumulating loose dirt on the outside of turns, and making them more slippery as the race goes on, would be much easier and have just as big (or bigger) effect on the driving experience.
evilgeek
S2 licensed
two of the lamest suggestions ever. i too am growing frustrated with the quality of the suggestions being posted lately, and i don't know why it's so hard for people to understand that LFS is a RACING simulator. it's not a stunt driving simulator, and it's certainly not a billboard advertisement graphic design simulator.
evilgeek
S2 licensed
adjustable mirrors would be nice, but i think would add a lot of extra processing to render yet another view.

but as for being able to see the back end of your own car in the side mirrors, that gets a definite no from me.

if you can see your own car in your mirrors, you've got them adjusted wrong. you will end up seeing objects that are behind you duplicated in your side and rear view mirrors and will have a terrible blind spot beside you. i know that a lot of people adjust their mirrors so they can see a bit of their own car, but they are plain wrong. if you adjust them so that your side view mirrors just barely overlap with your rear view (using an object behind you as reference) you maximize your viewing area, and minimize blind spots.
evilgeek
S2 licensed
how about sorting and/or filtering by mode? ie, practice, qualify, race

it would accomplish the same thing but without creating explicit divisions in the user base. i'd be very pleased to be able to filter out servers that are in practice mode. then i could live the rest of my life never having to ponder why on earth someone would drive on a cruising server, and i would only have to think about drifters when they spam the forum about their skillz.
evilgeek
S2 licensed
oh ya, because LFS needs to be more like GTA/SA? can we get out of our cars and shoot each other in the face after a T1 crash too?
evilgeek
S2 licensed
you are forgetting about engine wear/damage. i don't think that hardware changes should be allowed (cams, etc), but if there was a suitable engine damage model, then boost control and fuel maps would be a great addition.

obviously in sprint races everyone would run with their engines cranked to the max, but in longer races you should be able to blow your motor by using too much boost for too long, so you would need to use more conservative settings.
evilgeek
S2 licensed
i actually think the tracks in lfs are quite poor in general. this is not to say they aren't fun, but they are just too easy, and after you've learned a track and developed a good set for it, it becomes a boring routine of throttle, brake, turn, repeat.

the difference between the tracks in lfs and real life tracks is not necisarily the number of braking zones, but the number of complex sections where you are neither braking nor accelerating, but working like mad to keep the car balanced. as much as we all hate GTR, i've been playing it again lately, and almost every corner is difficult in it's own unique way.
evilgeek
S2 licensed
eat a bag of chips
evilgeek
S2 licensed
-1

really lame
evilgeek
S2 licensed
has it occured to anyone that the reason so few people drive the XRR is that it's ugly?

it took me 1000's of laps to get quick in the FXR, but when i drive the XRR i find myself going just as fast after only a few laps. i think it's quite easy to drive, and definitely faster in a straight line.

also, maybe FZR drivers don't like the XRR because of the turbo lag, but coming from the FXR i don't find it a problem.
evilgeek
S2 licensed
Quote from Jakg : feels manly and has a nice rear end.

oh my.
evilgeek
S2 licensed
Quote from zeugnimod :The "monkey" comment didnt make it to german news AFAIK. Thats pretty bad but one comment doesnt make him "a little shit" IMO.

maybe there is a problem in the translation.

in english "piece of shit" is a very strong insult, but "little shit" isn't as strong. it means someone who is flippant or who acts without regard for the feelings of others.
evilgeek
S2 licensed
Quote from evilgeek :as you go past the torque peak, the power will continue to climb for a while because the extra revs make up for the lower torque. it's only after the torque starts to really drop off a lot that the extra revs don't help, and then the power drops off as well.

Quote from Shotglass :i think i should restate that:
Therefore the point at which you have to reduce the gear ratio is exactly where the engine torque drops faster than linear

as:
Therefore the point at which the impact, on acceleration, of reducing the gear ratio is less than the impact of staying in gear, is where the torque curve drops faster than linear

if i'd thought about it a little more i would have replaced "a lot" with "at a slope of -1". so i think we agree, yes?
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