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BL2Y_XFG_2.42
sinanju
S3 licensed
Have been busy on a AU1 track called Lepotuoli (YouTube). Finished the anticlockwise version, and was about to start on the clockwise version, when I thought I'd do something bit different.

Haven't properly named this track. Just gave it the name of the car I drove first full timed lap, along with the time I managed.

Full layout ...


Start and sector 1, along with confirmation of my time ...


Used same XFG set as I used for my AU1 ArmcoRoute layout.

For the pedantic amongst you, I could have called it BL2Y_XFG_2.41 and a half, or BL2Y_XFG_sub_2.42, but, as you can see, I didn't. Gives you something to aim for.
sinanju
S3 licensed
Never played the game, but looks like Need for Speed: Heat may have road expansion joints. At least, by the looks of a still frame I took from a YouTube video ....



However, I'm betting that's a graphical thing only. Not that it's not nice Smile

Although, it does looks more like a stihl saw cut. My experience of expansion joints are that the people that fill them in think their job is to roughly mark the area that was done, as most of the stuff is just spilt on the road rather than in the joint.

Regardless. If a programmer was thinking of adding realism to a track, I would think rain, oil, tyre 'marbles', racing line rubber and painted surfaces would be way more important than tarmac joints.

In case you're wondering; the yellow car lost control way before getting near any of the lines you see in the image.
sinanju
S3 licensed
Quote from Racer Y :... So I was wondering how far things like that was taken into account when designing a track? ...

On Motorways / Freeways / major highways, there's a lot of heavy goods vehicle (HGV) traffic. I think in USA you call them tractor/trailers?

Anyway, in UK, an HGV vehicle can be just north of 47 tonnes (51+ tons USA).

You can just imagine how much wear and tear that puts on a road surface with heavy vehicles doing 50mph or more.

You'll notice in areas where these trucks do heavy breaking, it's not unusual to see the tarmac rippling, where the surface gets dragged forward under the heavy load.

Or, when you have a small pot hole, not only does this get bigger and bigger, but because of the truck suspension bouncing, you get a line of holes after the pot hole, and these then get bigger, and this continues, till, eventually, the authorities repair the road.

For track design, they're not expecting 40+ ton trucks to be racing round the circuit, lap after lap, chewing up the track, although they may have to think about Formula 1 cars, as they have so much grip, they can lift welded drain covers off the track.

I'd imagine, track designers and operators are mainly thinking about having a smooth a surface as possible, laid in as close to one strip as possible, so they don't have to deal with expansion joints, which as a bike user, you'll know these can be as bad as ice when they get wet.

For Bahrain, they used very low tolerance asphalt, constructed with a modified polymer bitumen with very strong gravel, because of the intense heat. Gravel they used came from UK - see HERE.

If you want to see (somewhat) how the track is laid down, have a look at this video on the Zandvoort circuit upgrade.

Unfortunately, the video is a bit dark.
sinanju
S3 licensed
Quote from Racer Y :You know... Well what about the track surface? Is that designed to maximize the efficiency of the tires? Or is it just a standard surface...

Do you mean when designing track surface within LFS, or designing surfaces for real tracks?

In LFS, there seems to be only 3 type of surfaces, and therefore 3 different grip levels depending on what you are driving on.

Asphalt: Track, road and Autocross
Grass and mud: both Rallycross and offroad
Concrete: Concrete slabs used in Autocross design

In real life, although most tracks are asphalt, there can be huge difference in types used, from fine grain to very course grain. And these change, not only with use (eg wear and amount of tyre rubber being laid down), but how much bitumen / oil seeps out due to age, heat, etc.
And some tracks have used diamond cutters to mark up the track to get more friction / grip.

Also. In real life, if it rains, best to stay off painted track lines; especially track borders.

So, if LFS (eventually) simulates rain, will lines be given a lower grip co-efficient compared to the track surface?
sinanju
S3 licensed
If you have a Steam account, you could search for, and run the 'SteamVR Performance Test'.
sinanju
S3 licensed
According to your user profile, your are using a GeForce4 MX 4000, which was probably ok in 2003, when it was launched, but would be almost useless for anything with any half decent graphics in the last 10 years, especially as the card only supports DirectX 7.0.

There's no reason why the developers should support anything that old. It's like asking Microsoft to keep supporting Windows 3.1, considering they stopped supporting Win7 early last year.

Couple of years ago, LFS may have been able to run on a computer equivalent to a potato, but you're trying to run the game on a fossalized goat turd.

Found this on eBay, which explains what others think of MX4000.
AU1 ArmcoRoute
sinanju
S3 licensed
Fairly basic layout for Autocross on AU1.

Basic because little in the way of street furniture, but there is arrow and countdown markers where required, and track is divided into 4 sectors using 3 checkpoints to split the sectors.

The route is between armco barriers.


I tried few laps, and one of my best (no penalties!) was a 1:20.63 in an XFG, using keys.


I've included the set I used if anyone wants to try.

If anyone interested, (and who would be?), the way I made this layout (don't always use this method), was to create a route by laying down 16x16 slabs in straight lines and curves, then driving round, changing route as I did laps (especially if I fell off the slab going round a bend). Once I'd done a few laps, went into overhead view to look at slabs and my skid marks, which gave me good idea of where track should be, then placed tyres to show where I should place barriers. Once tyres placed to give me inside and outside track limits, done more laps seeing if I could keep between tyre barriers, and moved tyres where I thought applicable. Once I had track potentially as I wanted it, I replaced tyres and slabs with armco fencing until I'd done full circuit. Then I added couple small ramps, signage and tyres in barriers.

Tyres in barriers to stop people using armco as bumper rails to help get round the turns. You can still use them, but because layout is Autocross rather than race, lap time will increase everytime you hit a tyre.

So driving imprecision will count as time penalties!
Last edited by sinanju, . Reason : Duplicate Image
sinanju
S3 licensed
Not the most super accurate way of measuring, but you could go into SHIFT U mode, and use the D function to measure.

.

Image is of an XFG.
AU1_AutoXover Sprint (Hotlap & Race layouts)
sinanju
S3 licensed
Another Autocross track at AU1 carpark.

Track View


The track is (very) approx 1.79 miles / 2,878 m long. Measured by me trying to stay in middle of track; NOT taking the racing line.

Overhead View


My best time in XFG using keyboard, was a 2:08 dead.



There are 2 layouts. One for hotlapping, and the other with 8 start positions for a race. Lap number will have to be changed for race, and if you need more start positions, then they're easy enough to add.

If hotlapping, watch out for the tyres, as if you hit them, they will add to your time. Driving precision may be better than speed.

There are a couple of very very tight turns, plus the section just before the finish line that you should watch out for.
sinanju
S3 licensed
Seems like I was going at 100mph on this non driving game ...

sinanju
S3 licensed
According to the LFS Manual, which can be found at https://en.lfsmanual.net/wiki/Cars
XF GTi (XFG) - Front-wheel drive hatchback, similar to sporty hatchbacks such as the Peugeot 106 Rallye/Citroen AX GTi
sinanju
S3 licensed
Quote from 42QUADRO42 :Ya şu baştaki harita onlinede falan fulden acılsa daha eylenceli daha cok kişi girer aynı yerde dönüp duruyoryuz

Or ...

What if that map at the beginning is online or something, and more people come in and we're spinning around in the same place?

Translation courtesy of https://www.translate.eu/

Not sure what this has to do with post subject though?
sinanju
S3 licensed
Not sure how much use it would be, but look at this post HERE.

This should link to HERE, where you can change tracks, and get X and Y coordinates.

However, rather than these coordinates, for drag you may be better off knowing the node number (an imaginary line across the race track).

You could use an existing InSim called LFSLapper ("lapper") to get Zones (X and Y coordinates) or Nodes.

For an explanation on difference and how to use commands to find the Nodes or Zones, look at this post HERE.

Also, if you search the lapper section of the forum, you'll see that there is at least 1 drag script that can be used.

Few years ago now, but I made a drag layout on Blackwood - see HERE - which may give you an idea of how to arrange your drag strip.
sinanju
S3 licensed
My LFS is installed on my G:\ drive, which I use for data and games.

I've updated to Version 0.6V, re-registered, and Rift works fine.

I don't run as administrator.

Doesn't look like a dev issue to me.
sinanju
S3 licensed
Have you updated LFS but not re-registered?

Just tried with my Oculus Rift CV1, but wouldn't work until I'd re-registered after updating, then Shift-F4 into window mode.

Was default on single mode, and working when I set 3D mode.

If you are running as registered, then maybe try closing LFS totally, opening the Oculus software, then running LFS.

I didn't get any texture error messages before getting LFS running in 3D, or any now its working in 3D.
sinanju
S3 licensed
You're looking for a 'ghost lap', which is not currently available, even in paid (licensed) version.
sinanju
S3 licensed
This is part of the LFSLapper InSim, which is being used by the host server.

It appears when you press the space bar after an accident, so that you can reset your car to remove all damage.

Normally set to spectate anyone who resets car 3 times after joining the race track.
Last edited by sinanju, .
sinanju
S3 licensed
Fastest laps per car, along with top Drift scores, after 93 recorded laps ...



Server has now been closed, so these times and scores will remain unbeaten!
sinanju
S3 licensed
Top Times and Drift Scores after over 40 completed timed sessions ...

sinanju
S3 licensed
Because it's an Industrial Estate, not a race track Cool

And the route also has pedestrian crossings, cellular masts and a speed camera, which are other things that you would likely find in any Industrial Estate.
sinanju
S3 licensed
Video of 1st iteration of the layout...



Slight changes to street furniture, but route is same.
BL1Y Lost in Blackwood Estate (LiBE)
sinanju
S3 licensed
Layout originally used on my Sin'rs server...



Course is approx. 2.45 miles / 3,950 meters.

Some times have already been set...



Good luck if you do decide to try set a time Thumbs up

EDIT: Added layout
Last edited by sinanju, . Reason : Added Layout
sinanju
S3 licensed
Quote from Pistolero 667 :As i'm a new racer, also need the educational LFS videos. No more links...

Look on YouTube ...

sinanju
S3 licensed
Quote from MrJonttu :... you can tell me how I can improve ...

The main issue is that because you made the layout, and probably did good few laps trying it out, is that you know where the corners are and where they go. For everyone else, it's a case of guesswork and having good memory.

Use the turn and countdown marker boards. These type of boards are used in real tracks, where it's mainly professional race drivers using the tracks, so they're not some sort of 'cheat'.

Corners - very hard to make smooth turn corners. However, for outside of turn, there's no reason why you can't overlap fences, armco, barriers, etc, to get smoother turn ...



Your turn on left; mine on right.

And armco can be overlapped in a straight line. And if you use the Z function, nothing to stop you putting armco above other armco to get higher, and sometimes more realistic barrier.

Other than these (hopefully helpful) hints, the layout was fine Smile
FGED GREDG RDFGDR GSFDG