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McGherkin
S3 licensed
Quote from Gutholz :From the forces-view it is not possible to make much assumptions like this.
It only shows the resulting forces and where they attack, but now how they came to be.
No matter how the downforce generated by wing is calculated, what it comes down to is that in the end *one resulting force* acts on the car a certain *point* and with certain strength.
That is what the forces-view shows.
If the force was calculated by CFD or a simpler formulas or by random number generator, we can not know.

On real wing many forces act, in some areas there is lots of downforce generated, in other areas is only little downforce, in some parts is maybe even lift generated, some elements pull to the sides.
Imagine the blue plane is some aereo piece, and the arrows at the downforce generated at this point.

If you want to simulate *the wing* then that is important to care of all those individual forces, because it could be used to calculate how the wing flexes. (for example)
From viewpoint of the car only the result matters, it is mathematically valid that you can sum up all those little forces to one resulting force.
What acts on the car is the resulting downforce through the point where the wing is mounted. (For example it is obvious that on a symetric wing the forces pulling to left/right sides will even out to zero.)

I think you misread my post, I was referring to the cars in LFS, not IRL. Of course aerodynamics on a real car aren't as simple as 'at x mph apply y force at point n'
McGherkin
S3 licensed
Here's how I'm guessing LFS does it based on what you can see from the forces view.

Cars have a general downforce figure, and a downforce figure for any aerodynamic surfaces (front+rear spoiler, where fitted). These surfaces are represented as a point.

The forward component of that point's speed is measured (i.e. if the car's doing 90mph sideways the forward component is 0, but if it is going forwards then it is 90mph, and any angle between yields the relevent value between 0-90, through the magic of maths) and this is entered into a table. The table suggests that for 90mph, the downforce generated should be 200N, and drag 150N, and applies those values at that point. The table figures are multiplied based on the setup's wing angle for configurable surfaces, and the general vehicle downforce uses a set value. I never tested whether LFS inverts those values for reverse motion to create lift (a spoiler travelling backwards generates lift, which is sometimes the cause for cars taking off during high speed spins), but I suspect not, likewise I can't remember if slipstreaming is included in the equation, but this is usually 'when car B is within +/-10 degrees of the back of car A, measure distance between cars and calculate slipstream effect, deduct slipstream effect from drag). Would be interesting to find out from Scawen how close I am with that guess.

To simulate anything more complex would take big processing power, and in really complex CFD simulations it takes a computer minutes, hours, days even to simulate just a snapshot in time, let alone recalculating the whole lot 100s of times a second to account for the bodies being moved real-time.
McGherkin
S3 licensed
There are 2 absolute must haves in this game.

1. The right skins.
2.Dirtier mod.




Buggy verges ruin it though Frown
Last edited by McGherkin, .
McGherkin
S3 licensed
Epic. It's so good to see Rockingham at last.

Getting real nostalgia driving around the track, even the skid pad with bump-plate is there. Even parked up where I camped for a week at the circuit the last time I was there (on the grass between the scrutineering garage and the medical centre.)
McGherkin
S3 licensed
Perhaps make it configurable? So you can just type a number in and it measures to that speed/distance? Saves having buttons for 50,100,150 etc.

If you had a box for start speed too that would allow you to measure in gear acceleration too.
McGherkin
S3 licensed
My issues with Overlay have gone now so no idea what it was.

Is it possible to have more than one acceleration statistic? So like 0-100mph, 0-150mph etc? Would be nice. Possibly some distance ones too like 1/4 mile, 1/2 mile, 1 mile times, but I suspect these are a nightmare to code.

Regardless this is still the best mod for LFS ever, and it's great to see the progress made. Great work!
McGherkin
S3 licensed
What a great skin that is Wink

I'd like a 2 tier system for LFSW with 4096 being the higher tier. Whether that would happen.... I'm not so sure.
McGherkin
S3 licensed
No, just window LFS, select something in another window, then come back to LFS
McGherkin
S3 licensed
I mean Lazy stops showing the dashboard (and car radar if I remember correctly), but the rest still works.

By losing focus I was referring to the 'lazy overlay - refocusing' message shown on startup.
McGherkin
S3 licensed
I've been having problems with Lazy losing focus of the dials, and /o restart just works once (closes the program every time but only starts it the first time you use the command)

I've made a script to start lazy for the moment to get around this, but it'd be nice to have an /o refocus function perhaps?
McGherkin
S3 licensed
I did consider it, but part of the fun of rallying is not having to drive within a set pair of lines, so there are corners which have been deliberately left open to allow cutting
McGherkin
S3 licensed
Quote from DANIEL-CRO :I saw similar things before and desperately trying to fix every case where dash would appear on that timer screen. To be honest timer screen has been a real nightmare for me Big grin

Without going to too much detail I'll try to explain how does Dashboard work. Each frame has several scenes, for example dash, mirror, that timer of question, car shadows, ... And now between all this I have to determine when to draw my dashboard. Issue with that timer is that its very similary drawn to dashboard, even though it doesn't look so. Big grin

Reason why dashboard appeared on timer screen is because you disabled real dashboard (clocks) in your LFS options. Tilt
I've fixed that specific case now in my version, by adding one more check when searching for dashboard scene.

I like it! Would be cool to have an animated Westhill logo or something there.
McGherkin
S3 licensed
Interesting glitch.

Wonder if anything can be done with it? (The display only changes once a second though)

McGherkin
S3 licensed
0.6H.

You'll need to select Westhill International X (WE2X) to see the stages.
McGherkin
S3 licensed
Just finished drawing up a provisional route for the SSS. Great fun to drive but I think the two halves are a bit too different so you don't get the two cars crossing the start finish line at similar times. Will take a fair bit of tweaking I think.
McGherkin
S3 licensed
I'm sure I can put on my best Nicky Grist impression Wink (I'm joking!)
McGherkin
S3 licensed
Yeah, I'll do more stages in future. Including a head-to-head Super Special Stage.

Insim pace notes sound great, I'm not good enough to do it myself though.

The setup's nothing special, but so many people have asled for it that I may as well post it later.
McGherkin
S3 licensed
Well with multiplayer it's quite easy, use teamspeak and spec the driver. Could even take turns to drive and codrive.

RBR is awesome though, especially with RSRBR too.
McGherkin
S3 licensed
Thanks! It's a pain not having a codriver Frown

I'll see what I can do but there's only so much variety you can get before you start running the same roads over and over.
McGherkin
S3 licensed
Quote from JoRuss :I'd like to touch on a different topic from the posters above.

I really hate the fences around the track the way they are now.
If you run in the right direction it's all good and dandy, but in reverse configs if you end up touching grass and eventually head towards the railing your race is effectively over, as you soon enough end up with it trying to split your car in two.

I can fix it with autocross objects but OOTB It's seriously annoying...

http://oppositelock.jalopnik.com/please-stop-killing-my-friends-1697610915
McGherkin
S3 licensed
Sorry! Forgot to post.

Stage 3 is as follows;



LAYOUT CLICK HERE
McGherkin
S3 licensed
The stages are linked just above each video.

Engine sounds;
Antilag (set as BOV) https://dl.dropboxusercontent.com/u/17905285/Antilag.wav

And the engine sound;
https://dl.dropboxusercontent.com/u/17905285/RB4_WRC.eng

Enjoy Smile

SS3 is pretty much done I think, just need to upload the video.
McGherkin
S3 licensed
Quote from truepiece :After hours exploring the wonderful environment (its really amazing, congratulations) I fell onto this bug. Ways to reproduce in description
https://youtu.be/5Tco0w_miec

It happens going the other way too.

McGherkin's WRC (Westhill Rally Championship) Stages
McGherkin
S3 licensed
Enjoy! I'll do more and upload them as I go.

Stage 1




Stage 2


Stage 3
Last edited by McGherkin, .
McGherkin
S3 licensed
I know, and I was having great fun doing it too Wink
FGED GREDG RDFGDR GSFDG