The online racing simulator
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w126
S3 licensed
Quote from blackbird04217 :I stumbled upon PPJoy, which was mentioned on page one by someone when virtual control was first brought up. I successfully turned the wheel in LFS using my program. However, it doesn't center the wheel properly.

Have you tried calibrating it in LFS like a normal controller? I mean the steering program moving all the virtual axes through their whole ranges and then staying in neutral positions so that you can also click centering button in LFS.
w126
S3 licensed
PVM is not what you think it is probably. It shouldn't be confused with software like VirtualBox or VMware. PVM is just a library and API for writing parallel programs and a console for managing "nodes" on which these programs can run.
w126
S3 licensed
Quote from AndroidXP :
  1. Drive along the track outline and let your program automatically place track markers (your virtual marker consisting of a single coordinate on your virtual track map) every time you pass a track node. Do this for the outer and inner path of the track and you have your track marker cloud.

It seems this is not even necessary. PTH files (http://www.lfs.net/file_lfs.php?name=SMX_PTH_S2Y.zip) contain this information. I'll quote their specification below because I could not find it anywhere apart from the zip file.
Quote :PTH VERSION 0 - Path files for Live for Speed S2
=============


The nodes are given by a fixed point position (X, Y, Z) and a
floating point direction (X, Y, Z)

The node can be considered as a line perpendicular to its direction.

Outer and driving area left and right limits are given.


TYPES :
=======

1) X,Y,Z int : 32-bit fixed point world coordinates (1 metre = 65536)

X and Y are ground coordinates, Z is up.

2) float : 32 bit floating point number


FILE DESCRIPTION :
==================

num unit offset description
--- ---- ------ -----------

HEADER BLOCK :

6 char 0 LFSPTH : do not read file if no match
1 byte 6 version : 0 - do not read file if > 0
1 byte 7 revision : 0 - do not read file if > 0
1 int 8 num nodes : number
1 int 12 finish line : number
......NODE BLOCKS


NODE BLOCK :

1 int 0 centre X : fp
1 int 4 centre Y : fp
1 int 8 centre Z : fp
1 float 12 dir X : float
1 float 16 dir Y : float
1 float 20 dir Z : float
1 float 24 limit left : outer limit
1 float 28 limit right : outer limit
1 float 32 drive left : road limit
1 float 36 drive right : road limit

w126
S3 licensed
Quote from AndroidXP :That said, if you're still in search for a platform, why not use LFS?

That could be interesting. Maybe it would be possible to generate reference points based on SMX and PTH files. OutSim also contains car positions.

Quote from AndroidXP :The only thing you'd likely have to additionally invent is a virtual device that can emulate analogue steering, throttle, brake and clutch input.

PPJoy may be used for that, as described here: http://ppjoy.bossstation.dnsal ... iagrams/Virtual/IOCTL.htm
w126
S3 licensed
Quote from squidhead :i've been gathering info on Dirt 2, and I've found something peculiar... did they really drop the group B and Pikes peak rally cars AS WELL as Pikes Peak itself?

In the console version of Dirt 2 there is no Pikes Peak. The only group B cars available are Metro 6R4 and Ford RS200 (you have to unlock them), but they are in rallycross versions. It's possible to drive them on rally stages but you don't have the co-driver reading the pacenotes. Most probably this also applies to PC version unless they've added some content.
w126
S3 licensed
This may be useful: http://www.cs.cmu.edu/~baraff/sigcourse/index.html

However, doing it from scratch will take some time , so maybe you should consider playing with existing libraries like Bullet, ODE, PhysX or Havok first.
w126
S3 licensed
Quote from DaveWS :If you want to test this for yourself I'll explain. Basically take any iRacing car, say the Mazda, to the skid pad as it loads quickly and is completely flat.
[...]
Now try in the Skippy. You should find that the natural side to side motion the car naturally falls in is much slower. Why is that? Does the Skippy have significantly higher rotational inertia IRL than the Mazda?

Moment of inertia is only one factor. The other is the torque, which in this case (polar rotation) is generated by the tyres. The car having much more grip (Mazda) may also more easily generate bigger difference in lateral forces of front and rear tires (assuming 50/50 weight static weight distribution for simplicity so that these forces have approximately the same arm relative to CoM of the car) and as a result bigger torque causing the rotation. With similar polar moment of inertia to Skippy, Mazda should be able to change its orientation much more quickly.
Last edited by w126, .
w126
S3 licensed
Quote from danowat :There is no way I can see of making a custom race, quick race is limited to 2 laps, you can't select any more, also, there is no way to make a custom multiplater lobby either.

Is there no option of making a multiplayer race through system link and adding AI players to it, like in Forza 2?
w126
S3 licensed
Quote from jaxx751 :by settled I mean the load isn't changing across all four wheels. it's, for all intensive purposes, constant.

But that only means that the level of weight transfer or load transfer isn't changing. Not that there is no weigh transfer or load transfer, which are not beneficial during turning due to load sensitivity of tyres.
w126
S3 licensed
By settled do you mean there is the same normal load on front left and front right wheel for example?
w126
S3 licensed
Quote from jaxx751 :When the car settles (in this case, mid turn) it is back to the limit of the tires, and not really affected by weight transfer(assuming that the surface is flat).

Are you saying that there is no weight transfer in the middle of a turn? Is your car jet propelled with variable thrust vector?
w126
S3 licensed
Quote from Becky Rose :although i'm unconvinced about automatic report generation mid-race, that would create an insurmountable pile of reports. There has to be legwork involved in raising a report, otherwise the system falls over.

Automatic report generation could be optional. Of course, such system would have to be experimentally verified and its parameters fine-tuned. I will not try to guess how large percentage of time spent reviewing reports (as opposed to racing) would be acceptable to users, and it's all interrelated.

Quote from Becky Rose :If you allow mass moderation, initiatives such as this would become imposible and we'd end up with a system that enforced rules according to the gamer mentality, and it would be hard to take initiatives to change or clean up trends in behaviour.

I thought meta-moderation would prevent that. Meta-moderator (trusted admin) could basically change the result of incident assessment and all the people that assessed the same incident differently would have their "fuel points" taken away (possibly leading to "fuel points" deficit if they managed to use them for racing already). In this way a single action by the admin would enforce moderation behaviour of several users. If admins have less time, they may meta-moderate smaller sample of all the incidents but make the penalty (negative "fuel points") for wrong assessment bigger to still keep users on their toes while mass-moderating.
w126
S3 licensed
Quote from SamH :You've identified a core problem with ALL admined servers, and one that the CTRA struggled to address. Our admin team, at the start, was perfect. All admins were brilliantly impartial, meticulous with their attention to detail, and brilliant marshals. But outside of LFS there is life and you can't hit pause on that while you're processing reports. We needed admin turnover, and that was impossible to achieve.

Has anyone thought about building a system for processing reports similar in concept to mass moderation used on Slashdot? Every driver would need to have "fuel points" to be able to race and they would earn them by reviewing racing incidents. Every incident would be assessed by several people selected randomly and the result decided by majority. Assessments different from majority would be considered wrong and not give "fuel points" or even cause penalty. People reviewing incidents would be forced to learn the rules of clean racing from the very beginning. There could be a level of meta-moderation performed by admins (but with little intensity of work required) to resolve controversial cases and to make sure that the assessments are done in accordance with the regulations and not only based on common sense. Possibly a large throughput of report processing could be achieved this way and racers could even be encouraged to report even little incidents by using a simple command usable during a race (which could automatically prepare replay fragment of a certain time lengh before the moment this command was used). Maybe such solution would allow achieving very clean racing environment.
w126
S3 licensed
Quote from danowat :How do you get on with other downloads?, can you get content on live?.

Yes, it works, but I guess it depends on console locale settings. I don't remember Live registration asking any questions about country and there are no clauses about it in the terms of use.
Quote :The reason I ask, is because I may have a spare copy of the LCE, and if you wanted, I could sell that copy, complete with DLC card.......

I decided that I cannot live without 131 Abarth and ordered non-LCE version from UK.
w126
S3 licensed
Quote from danowat :
1965 Giulia Sprint GTA Stradale
1981 M1
1957 250 Testa Rossa
1980 131 Abarth Stradale
1965 Cobra Daytona Coupe

Sadly, these great cars are not going to be available to people who buy FM3 "Outcast Edition", sold in the majority of countries.
Last edited by w126, .
w126
S3 licensed
There are many point-to-point tracks in general but only very little part of them may be driven like rally stages with pacenotes. They could at least add pacenotes to all the trailblazer tracks, maybe also to the raid tracks (although there could be problems because of optional routes). With little additional work CM could give rally fans so much more.
w126
S3 licensed
IMO the graphics are not that great, especially when compared to Dirt 2 or even Shift (it's not the blur that I like in them though). It is detailed and crisp but just does not seem very impressive to me. OK, maybe that means it is lifelike. The cockpit view is really half-cockpit view or even quarter-cockpit view to be exact.
Last edited by w126, .
w126
S3 licensed
"Slip fraction" from RAF is not slip angle. It's defined here (and in the RAF spec).

RAF does not contain slip angle directly. I am not sure if slip angle shown by F1PerfView is correct.

You can use my programs from this post to get slip angles (example). However, they are not very easy to use. Not that they are not user friendly, they are but in a geeky way. One factor that is not taken into account in the calculation is the movement (mainly lateral) of front wheel contact patches relative to car body due to steering input changes and caster (scrub radius also but its influence should be much smaller).
w126
S3 licensed
I just could not resist posting this: http://www.rallybase.nl/index. ... rofile&driverid=20537
Your "driving god" is over 20 % off the pace in his class (N4) when competing with international rally drivers. Imagine someone being 20 % off the pace in LFS. What would you think?
w126
S3 licensed
Looks quite nice. It seems to have visible tyre deformation, like LFS.
w126
S3 licensed
Maybe you could compare the data from OutSim with data from RAF for the same lap and find out that way?
w126
S3 licensed
Quote from Furiously-Fast :And I wonder if the tyre simulation is LFS rivalling...

What do you need tyres for in a hovercraft?
w126
S3 licensed
Maxi would not be in accordance with this thread rules as production based race/rally car, but it's still Renault 5 Turbo (road-going). You win.
w126
S3 licensed
It's not hard I guess.
FGED GREDG RDFGDR GSFDG