Ahh I see, this is not a bug and it is not a ditch that causes it. It’s just thatyou happened to cross a sudden surface camber angle variation with the wrong line because of the sudden oversteer that the rear tire caused, touching the grass. In that situation all the weight and downforce of the rear end of the car, loads just one rear tire and here this happens to be the outside already heavily loaded one, hence the extreme deformation. Also the hole car's momentum helped in order to generate this extreme vertical force when the rear left suspension hit it's bump stop. http://www.lfsforum.net/attach ... mp;stc=1&d=1245094521
The extreme lateral force that this tire generates falls in another category of tire load sensitivity inaccuracies. In LFS no mater how heavily you load a tire it will produce more and more grip. It might not be linear more_load -> more_traction which would be completely wrong but it is not as far from that as it should.
You have attached the wrong replay. Can’t really say from the photo shat could cause it. It pretty much seems like a flat tire to me which makes it even more strange if the tire is not blown, because I have never sheen a normally inflated tire deform that much just by cornering force even if it is 5G.
But then it's impossible to blow a tire after just one lap racing, so :eye-poppi
Do you ever start with less than 3000rpm in a race? Anyway this depends on the engine's powercurve, if you are talking about a diesel, 3K is considered high rpm but we are talking about most LFS cars here.
If it's about insane HP figures regarding the given engine displacement, then 2stroke all the way
If it's about practicality, fuel efficiency, and smoother powercuerve, then 4stroke hands down.
And I don't disagree with that. I just justified why you get even less than that low pressure the turbo is supposed to produce in low rpm when accelerating - without a constant load. (All the dyno methods I have seen mentioned here do not introduce the use of brakes, hence the inaccuracy that Bob is referring to, in low rpm)
Anyway this is meaningless because no one cares about what the engine does in those lazy rpm in a race sim.
I think Bob is talking about turbo lag. Of course the turbo will not spool to it's 100% at low rpms but with the lag LFS turbos have, it will not be able to spool fast enough to produce the power it was supposed to in e.g. 2500rpm, when accelerating even with a single tall gear at the dragstrip.
You need a constant load in constant rpm to do this, which can't be achieved by just accelerating the car.
Anyway even if low rpm power is not that accurate at the graph, I think this doesn't matter that much because no one is using below 4000rpm when racing. So why bother?
I have found out long time ago and it is still the same way. That FZR's powercurve is quite flat up there... there is not much power variation between 7500 and 8500rpm. And this is logical considering the enormous powerband for a NA motor... (peac torque @ 5250rpm - peak power @ 8100)
Exactly the opposite from what you expect also happens to the turbocharged GTR cars where the powerband is much narrower. (peak torque @ 4800rpm - peak power @ 6300rpm)
It's not realy that unexpected for the power to drop off sustansialy after peak power for a turbocharged car, but this happens to be so profound at LFS turbocharged GTRs that makes them have a great disadvantage compared to FZR especially on fast tracks.
(I am speaking from experience being a member of the only team that didn't use the FZR in MoE GT2 class οf the last season. We where struggling to keep up in straights using the barely minimum downforce settings while FZRs drove with plenty of it despite having 9HP less due to the GT2 class restrictions. (!) )
Didn’t notice that comment on the first post earlier. (talking about careful reading eh? ) Do you care posting the setup you are using? Even with default, which suffers from instability during lateral weight transfers as most LFS default setups do, I can’t see what you are referring to.
Can you separate faint oversteer from power oversteer? The XRG shows hardly any power overtseer even in second gear. Only when exceeding it’s lateral acceleration limits it will loose the back end under full throttle and will continue sliding mainly because of it’s momentum and not because of it’s power. If the AC Cobra in GTL shows that little power oversteer and is affected much less by weight transfers, then the GTL’s model is unrealistically easy to drive…
I didn’t mean to be rude. You didn’t seem give any attention to many opinions stating the really obvious.
The feedback forces you get are relevant with the force you, as a driver, apply to the wheel. If you are not a machine that copies the exact hand movements of the driver on the replay, then the forces you will get would be completely inaccurate and irrelevant to what you could get if you drove in the same conditions. I am not going to continue arguing on this. If you can’t get it, I will not make you get it.
As logitekg25 already said, brake force is usually limited setupwise so the tires won't lock in almost any condition.
As for the corner exit oversteer while increasing the throttle, (Byku allready said this) it's just the violent transition from push understeer to "pull" oversteer that the locked diff produces while going from braking to accelerating not in a smooth or optimal way according to the car's full traction capabilities. (e.g. If you drive the XFG utilizing the full front tire's limit, it most likely won't oversteer when you start accelerating)
Actualy if you take a look at LFS FWD setups you will see exactly the oposite.
For the reasons I have allready mentioned here , here ,hereand in other posts that I don't bother posting here because they are all referring to the same problem described in more words.
Nice save but I think you are pushing it a bit too hard if this is your first track experience with this car.
Try to stay in limits for a couple of laps before you start drifting.
If the feedback you receive is not a product of your own inputs on the car’s behavior, then what you get is meaningless… Just random rumbles and jerking forces or whatever.
It is old enough to be really cheep at various online stores… or just not be a big sin to find it by other means (e.g borowing it )
and that if you care about seeing how the cars where driven, helping your judgment.
Congratulations for the 5 years of top notch racing to all Mercury guys. The closure of model teams like Mercury is indeed sad but it didn’t come as a surprise for me and for many others, simply because more or less anyone can feel this lack of motivation from time to time. As the time passes this happens more often till a point when it becomes terminal. Real word changing conditions and priorities is one part and the almost stationary state of LFS the past 3 years is the other part of this problem’s source. Anyway this is normal. We shall only hope for better things to come and spend as much energy as we can in activities that are most satisfactory.
If you can spend close to 300euros then I think that Dell 2209WA is a secure choice. (be careful 2209WA has a eIPS panel, 2209W has a TN panel)
Have a look at digital versus. Its a really nice site for reviews in general. Their monitor tests are short on words but produce some clear- "easy to understand and judge by your own" results.
eg http://www.digitalversus.com/article-358-4862-88.html
Spend some time in the "Products Face-Offs" -> screens section. You will find even more detailed info there about many tft's
And trust me... monitors have almost nothing to do with brands... any brand produces from time to time some bad and some good monitors. You have to look for specific models and types.
There are not only 2 groups of people. Everyone has his own preferances.
Don’t fall in the same mistake categorizing peoples in the same way others do for drifters. You seem to “screen” anyone who plays LFS only and just for the sake of racing as the type of person who could do anything in order to gain an unrealistic advantage.
One can be satisfied, in a way, by the current physics as far as racing is concerned, (actualy nearly all real world driving-racing-general car controll principles still apply in LFS regardless the flaws) never get bored as long as there is healthy racing competition out there, still be aware of the physics flaws and looking forward for improvements, (tyres in LFS need improovements in many other aspects than just heating) and after all respect that this is a project of 3 peoples who have chosen to work that way. Yeah class balancing issues and the inaccurate tire load sensitivity model bothers me a lot. But that’s all. It just bothers me and puts me off. If I am tired I just go and play something else. It’s a better thing to do than just trying to categorize people and basically insult anyone who believes something different than me.
This depends on the suspension design of each car.
I used to aim for perfectly horizontal sitting cars, judging by the damping graphs but I found out this is meaningless if the suspension kinematics are not exactly the same in both front and rear axle. Now I alter it mainly by feel or trying to approximately bring both front and rear roll centres to close levels.
I don't realy understand what you mean by "rake angle".
But anyway I have seen that usualy the graphs showing the remaining suspention travel, reach the bottom a bit earlyer than what happens in LFS, espesialy if we talk about the remaining travel afected by roll angles. This might have to do with some suspention kinematics that as Bob has said, he hasn't modeld yet.
I don’t quite get how exactly stiffen and soften buttons work ether, except from the obvious.
As for the level ride optimized frequency differences between fron and rear, usually they are far from being ideal for handling especially if they are tuned for low speeds. (Try increasing the 108km/h or 30m/s vehicle speed from the “live settings” and recalculate the level ride frequencies.) But this level ride optimization might help you if you have to tune your setup in order to be as stable as possible hitting a bump in a certain-narrow speed range. (Also damping affects spring frequencies so you have to keep this in mind while tuning) You always have to compromise things anyway.
Thanks for bringing back this feature keep up the great work.
Also optimized frequencies for level ride, depending on vehicle speed is really useful (it was for me anyway, now I deal with that mainly by damping espesialy if I don't want to alter greatly the spring frequencies). For a long time I did this calculations by hand. thank you thank you thank you . . . (the known flash)
Actually trailing arms prevent the reward pitching so I would say that they produce mainly an anti squat effect.
But hmm yeah guessing from the oposit effect that happens when you activate the rear brakes, it will help reduce dive while braking.
In McPherson struts, doesn't caster also produce some antidive characteristics?
Check your fps. I had the same problem when fps did drop below 30. If that’s the case, try a 16bit resolution before the dropping of any other setting.