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terga
S3 licensed
27/terga/Alen Terzic/Slovenia/-
terga
S3 licensed
I really love the car. Have driven it a lot! But one thing that would really be nice to fix is lowering the engine inertia. It really should be much lower. I know that can cause rear locking on braking, but there are other ways to fix that like suspension geometry or variable engine braking.

Keep up the good work!
HAYATO ST010
terga
S3 licensed
The sportscar is from the early 90s group c era which i really love. The thing has ridiculous amounts of downforce for the time (way more than F1 cars of that time). It also has that glorious V10 engine Smile






Ready for import Smile






Last edited by terga, .
terga
S3 licensed
Quote from M3THANOL :Cool man, I do understand that this will always be a bit of a handful/ challenge, these old cars were driven by real legends!

Keep up the good work, it's exciting trying to tame such a beast!

I do think the engine "tuning" can still do with some work though, while it is fairly low revving its not that low, you can hear in the video that it revs pretty high for an old school V8.

I also found this for the M8F: https://www.supercars.net/blog/1971-mclaren-m8f/

This is from the article:


I'll adapt the power/torque to that info. It's only 600rpm off though. Although it's a later car with a different engine, i'll take any kind of data i can get for these things. Big grin Also keep in mind, the limiter is above the optimal rev range and the red line on the clock indicates the shift point - as they would do it back then.

I'll also keep working on the suspension. Because of the weight distribution, the front is super sensitive to any kind of change which makes it tricky.
Last edited by terga, .
terga
S3 licensed
Quote from M3THANOL :I can't speak for what the real car is like to drive but this thing is so unforgiving its scary! I have found the front to get very light on high speed turns and over crests and then the rear will just break loose without warning in the low speed corners ( I know big slicks tend to have lots of grip to the limit and then suddenly let go ). However, the power delivery feels off, its too sensitive at light throttle, I know its a big V8 with torque but in a racing application you usually have the power higher in the rev range/ aim for a linear power delivery. Overall, I think this is on the right track, looks good, sounds good but the suspension needs some work. You also have too much offset on the fronts, it makes it violently snappy when you loose traction under breaking, try extend your control arms and reduce the offset to as low as you can.

Thanks for the feedback! I'm for sure not done tweaking the physics yet. You have to remember though that these cars are unlike any other racing cars we usually drive in simracing. It has an F1 level power to weight ratio, but almost no downforce - especially on the front. When it comes to the engine, it's also not a typical racing engine. It's a low revving 7.6 litre V8, so to get the power figures, you also need the torque.

This video was my main reference when making the car, apart from any data on the car i could find:


Pretty much the only one driven by a competent driver i could find.

When it comes to the high speed push you mentioned, it's mostly down to the default setup. It's on the safe side with the rear wing. If you use around 3-4 degrees, the car is a lot more neutral. Don't expect much front downforce from a car like this though - it's from 1971. Big grin Thanks again for the feedback, i'll keep tweaking it. It will never be easy to drive just because of what it is though, haha.
terga
S3 licensed


terga
S3 licensed
Looking good! Best of luck!
GM_SST_KOCKA
terga
S3 licensed
Vehicle mod: GM_SST_KOCKA
Details page: https://www.lfs.net/files/vehmods/7AAB7C

SHORT DESCRIPTION:
Quote :Touring car for the GRIP Masters championship (WIP)

DESCRIPTION:
Quote :Very much WIP as i was in a hurry to submit for round 2 of the championship. Physics done by Dennis Lind.

COVER SCREENSHOT:
terga
S3 licensed



terga
S3 licensed
Very nice! Planning a touring car version later by any chance?
terga
S3 licensed



Coming along Omg omg omg
Kocka 3600
terga
S3 licensed
Made this for the GRIP Masters championship. Made it from scratch within a week so aesthetics leave a bit to be desired. Dead banana


terga
S3 licensed
One of my favourite cars in simracing period! Awesome work!

The only thing i would take a look at is the steering rack. It's very slow at the moment.
terga
S3 licensed
Thank you for the help!
terga
S3 licensed
I think this might be the culprit. The edge flow is wrong (my mistake). That is why if i import the obj back into blender and then export it to lfs it works, but it creates some weird planes. Maybe this helps you stop the editor from crashing in these cases Smile





terga
S3 licensed
Quote from Scawen :Thanks. I see that exception code in an integer overflow. Could it be that a very large triangle or distant point has crept into the model somehow?

If it happens every time you try to import the obj, I should be able to catch it in the debugger if you send the obj to us.

But first, I see from the timestamp that you are using an old version of the editor, in fact it's W43. We are on a much later version now. Without looking through the change log, there's a chance that a bug was fixed.

With LFS, it's best to get the latest version! I'm not like a lot of software companies, take out X bugs and add 2X bugs. I'm more like, take out 3 bugs and add 1. Big grin

There's a direct patch for 6W43 to 7A2 in this post:
https://www.lfs.net/forum/thread/95664

I updated the editor, but still no luck. I also can not find any distant or large objects in the file. There's the main object, 4 reference pictures and a light source (those weren't causing issues before either). The problem occured when i was working on the rear of the car and adding all of the scoops that you see on the car. It's my first time working in blender, so i am not yet familiar with all the ways you can screw a model up. Big grin
terga
S3 licensed
I've been working on a model in blender. I import it to LFS from time to time just to check that everything is ok, but this time it crashes every time i try to import the model. I hope i can find the fault in the model as i've put a lot of work into it already!

Faulting application name: LFS_EDITOR.exe, version: 0.0.0.0, time stamp: 0x61869bd1
Faulting module name: LFS_EDITOR.exe, version: 0.0.0.0, time stamp: 0x61869bd1
Exception code: 0xc0000095
Fault offset: 0x0001c1ec
Faulting process id: 0x8fdc
Faulting application start time: 0x01d82853e5fa2ff4
Faulting application path: C:\LFS_EDITOR\LFS_EDITOR.exe
Faulting module path: C:\LFS_EDITOR\LFS_EDITOR.exe
Report Id: 2bbd86b2-6ffe-48dc-b156-67d1985b13d9
Faulting package full name:
Faulting package-relative application ID:
McLarry D8M - Early 70s prototype
terga
S3 licensed
Hi
Started working on this a couple of days ago. Still working on the model for now.


Last edited by terga, . Reason : Thought of a name for the car
terga
S3 licensed
Yes, now that you say it, this is not a DD specific issue. Maybe i shouldn't have framed it like that. I remember running 20%-30% maximum on my Momo black edition back in the day. I assume a lot of the forces were being clipped out on that wheel, but because of the wide range a DD can provide, this issue really comes to light.

I should emphasize that at 20%-30% the wheel is not clipping only on bumps and peaks, but with normal turning on a flat surface. I know this because the Simucube gives me a beep every time it clips.
Improving DD wheelbase support
terga
S3 licensed
Hello!

Been enjoying the latest updates a lot! Great to see this sim coming back to life (still the best out there Smile )

One thing i would like to see improved is the way the game handles ffb on DD wheels specifically. Let me explain the issue. Me and most of my friends drive on a Simucube Pro with around 25Nm of maximum torque. Without the ffb clipping out of bounds, the range we can use in terms of ffb force in game is 1-15% (15 being very stiff, like running 80%-100% on other sims). Lowering the force within the profiler is of course an option but then you lose detail as it clips even during normal driving. I don't know if this is caused by something deep inside the physics engine or something that can be fixed by changing some parameters. It would be a big help already if decimals were added to the force factor.

But apart from the range being very tight and the number of steps of adjustment being pretty much 15, the peaks of forces are also super high. Even when we run what we consider low constant force, hitting a wall or a big bump is borderline dangerous for our wrists.

The last time the physics were updated, the strongest wheel on the market was a G27, so this is completely understandable. But i want to let you know that it is an issue.

If i can provide any kind of telemetry data or feedback, let me know!
terga
S3 licensed
Is there a way to use mods that are not approved on your own private server with friends?
terga
S3 licensed
This is amazing. So great to see this game being properly developed again!
terga
S3 licensed
48/blueflame/Jacob Cooper/United Kingdom/FZR/bs.nv/2754
terga
S3 licensed
Quote from terga :26/terga/Alen Terzic/Slovenia/FZR/5859

Reentering
terga
S3 licensed
Quote from terga :26/terga/Alen Terzic/Slovenia/FZR/5859

Changed number
FGED GREDG RDFGDR GSFDG