I second this, I have high ping and have had several really nice battles anywho. @OP here's some examples - take note my ping ranges from 210 to 300 here
Drivers:
Sean "Nova" Lee (AA| AOR Nova)
Frank "Fwanky" Sinchety ([6S] Fwank) Tom "Demon" Speed (AS| Demon)(provisional)
Santtu "Fatal" Sara (AA| Fatal)
The Fern Bay circuit has always had a tarmac zone just past the main straight of the Club layout. Making use of it births a new course - Club Long! For older racers, a similar configuration using the guise Fern Bay Cadet would have been routed this way.
This course, which is an extended version of the standard Club configuration that takes drivers down the left through the 180 degree right corner behind the trees before emerging onto the now longer start/finish straight!
A track with many overtaking opportunities and a slipstream delight, choose your car to race!
Don't get me wrong, adjusting the AOA of the rear to rake the car out is something I've been exploring since last year and I'm sure it does.... something.
For me, I thoroughly disapprove of the mario karting/rear wheel steering/powersliding character of yhe handling model that makes the cars go quicker around corners. I've raced in other sims and used a full-motion rf1 cockpit before, and I till today cannot properly get around sliding cars around corners. Especially in high downforce cars like the GTRs or Formulas.
Hence, I've been playing around with rear ride height to give the car more front grip and adjusting the spring rates and abr to make the rear stable. I've had both success and failure with this apptoach, sometimes it works wonders and feels like I'm driving a totally different car in a different handling model - I qualified 4th for a VERL Kyoto FO8 race, which I normally can't with the pace up front.
It's a numbers game and most certainly not affected by any downforce physics at all (not that LFS has simulated downforce levels or active air flow capabalities). But rake does work to some extent. Just need the patience to wrap the head around how to set the car up, and baring in mind this would need a different driving style (it suits my original style, hence I feel right at home).
/edit
This is a lap using my custom raked set; I use mouse, so notice the stability and corner exits and lack of rear sliding. It's a laptime I would never be able to replicate when using the WR set.
Apologies for the major throwback and thread revival but nice engine notes from V4! I have also made a new version strictly for external footage, which sounds like.... this
This is a revamp of a custom layout first pioneered by cargame then the Master Race Car (MRc) team for the [MRc] FBM Saturday event this Saturday, 29th February. A refurbished chicane, retaining walls and an overall fast and snappy layout makes for close racing with plenty of overtaking spots!
The 6hrs Endurance at Kyoto has concluded! Thank you to the commentary team and Pete for the stream.
Qualifying saw the number 88 machine in 7th, reaching the lofty heights of 2nd by the first sector at the start.
Consistency in the opening stints saw an average of 5th, however unfortunate incidents saw us fall back and finish in 9th by the race end.
Thank you to all drivers who took their time out and participated in this event, and to our car's drivers, namely, AA|Demon, AA|Berdy and Guest Super-sub driver, [6S] Fwank.
Watch the race start here!
Battle for 2nd Krin vs Pedro, 4th Nova vs Fast, Ayoub
Hey Rock! Are you able to upload the TRR event skin overlay as a png (transparent) 2048x2048 here? As the PC I'm running LFS on and doing the skin is unable to properly run Psd without chugging.
If it's possible, that'd be much appreciated! Thank you!
As we roll into 2020, I'd like to thank everyone for your continued support! This year may be a slow one for me, hence I don't expect much as of late in terms of time to make new layouts.
Ideation takes time and I'm sure I will have the opportunity to craft more circuits. With the ongoing work being done by the Scavier team, I look forward to porting over the layouts or creating new, more dynamic ones to complement the lighting system next year.
I hope you have enjoyed my layouts, and, once again, thank you!
Hi, a long time ex-LCS admin here, but I think the procedure remains the same - if you didn't get a verification email, try re-registering with a new account. If that still doesn't give you a confirmation email, contact Dion or Mate (I guess) via Discord. If all else fails, catch an admin on duty in the server and ask them.
There should be a forum where you can post a question as well. Good luck on your cadet application
For LFS, as far as I know from experience, you lose downforce in corners following another car and also gain speed tucked in their tow on the straights. Braking efficiency is reduced when following a car closely. Since LFS doesn't have engine temperature, being in the draft doesn't affect that aspect.
Regarding side drafting, there seems to be no effect, as for now. Whether the physics and aerodymanic model will alter coming the next update will stand to be seen.
The AI on LFS race on a pre-determined race path set in code. They rarely veer off the racing line, only if the player's car (you) is directly in front of them. Only then, do they recognize there is an object ahead of them, but even then it takes a good second for them to react. That path is also set quite narrow - if you squeeze an AI car just a little bit off line, they will back out, slow to a stop and cause a pile up.
The AI do not have very good side-to-side spatial awareness, hence, if you are on any of their quarterpanels and have little overlap, it is highly likely you will be spun out if you make any sudden movements because of their slow reaction.
This is also the reason why LFS AI seem to be the most "robotic" - similar to early versions of F1 2015 where you see the cars travelling like a bullet train in single file.
On blocking it's pretty clear in almost every racing series, goes similar like "The
driver may choose to protect his or her line so long as it is not considered blocking. Blocking is defined as two (2) consecutive line changes to “protect his/her line”.
You're right about blocking Moving more than once (weaving) is not cool and it loses you speed...
On the right amount of overlap, it varies between leagues, type of car and official adjudication, but the most used (or indirectly adopted) rule is the B-pillar rule - if the nose of the car is not alongside or past the B-pillar of the car, "the leading car may resume its racing line without fear of contact."
In road legal or GT cars that would be at the door handle/rear door frame or basically the driver's seat; in open wheelers it is slightly more open to how you view it but it would theoretically be between the helmet area and the airbox.
So if the car is not fully alongside till that said point the car in front has right to the corner and can decide if the overtaker deserves to be given room to the corner.
You can see this when you go onboard with me versus Botev, where he pokes only his nose or front winf inside and I shut the door firmly in his face. If a car was around the vicinity of the B-pillar space would be given proceeding the initial defensive maneuver.
Again, this is a mix of the general racing conduct and my interpretation of the vague side of the overtaking etiquette - some drivers may be kinder and more fair while others may be more decisive and aggressive (think Jenson Button - Kevin Magnussen)