The online racing simulator
Searching in All forums
(241 results)
w126
S3 licensed
You could try to write a program that generates random autocross layouts for LFS based on specified criteria (LFS track, length, track width, twistiness, surfaces).

Generating rally pacenotes for these layouts and a program that reads them while a user drives (this would require InSim, however) could be next steps.
w126
S3 licensed
If we count only champions from earlier years then at the beginning of 1968 season (Kyalami race) there were also 5 champions:
Jack Brabham
Graham Hill
Jim Clark
John Surtees
Denny Hulme
w126
S3 licensed
Not having standalone functions in Java is not such a big problem. It is probably because Java classes (in compiled form) are also basic deployable and executable units. At least since version 1.5 you can "import static java.lang.Math.*" and then just use sin(x), cos(x) etc. in your code.
w126
S3 licensed
IMHO, the track is not a problem here, but the safety car regulations which can make race results almost random. There are much cheaper ways to organize lotteries.
w126
S3 licensed
Quote from jtw62074 :360Hz is an odd one along with a couple of the others.

It has good reason at least in case of Forza Motorsport 2. Their graphics is always at 60 fps (when playing), so with 360 Hz physics rate the graphics is smooth and they don't need to interpolate between 2 physics steps to get the state used for a single graphics frame. LFS also does not have such interpolation but some people notice it's not smooth, for example with 75 Hz monitor refresh rate and full screen vertical sync switched on. (http://www.lfsforum.net/showthread.php?p=604281#post604281)
w126
S3 licensed
netKar PRO - 333 Hz
Source: http://forum.racesimcentral.co ... php?p=3767150#post3767150

iRacing - 360 Hz
Source: AutoSimSport vol. 4, issue 4, page 28
Last edited by w126, .
w126
S3 licensed
Quote from mr_x :Only if you're Polish.

Actually, I haven't seen it in shops here yet.
w126
S3 licensed
Quote from The Very End :I would die for some extra rally tracks, sadly that rally pack never were released. Most likely canceled.

I wonder which rally team that was.
Quote :Well, we have been approached by a well-known rally team who like LFS a lot! If everything goes to plan then we will have something interesting that rally fans can look forward to.

http://nic.mm2c.com/illegal/interview-edited.doc This is 4 years old interview.
w126
S3 licensed
I hope one day it will be better, even better than in RBR, varied, deformable.
w126
S3 licensed
Quote from Minimaxman :So your saying that 3 chooseable, pre-programmed settings make the car more tuneable than all the other cars in LFS!?

I, erm, think not.

Not in general, of course, but in Scirocco it's possible to switch between these 3 settings while driving. If that is implemented in LFS then you could use Sport setting most of the time but change to Normal to cut chicanes.
Last edited by w126, .
w126
S3 licensed
Quote from Mikkomattic :I also think that the setup should be approximated as real as possible and locked. In this game, that'd be a real novelty, and lend authenticity.

This is a good idea IMO, but this specific car can be actually more flexible with setup than current LFS cars in some regards.
Quote :the Adaptive Chassis Control, has three settings (Normal, Sport and Comfort) which alter the steering and suspension settings on the fly.

http://www.webwombat.com.au/mo ... s_reports/vw-scirocco.htm
w126
S3 licensed
Quote from ACCAkut :PS: they should then integrate the (GTR) 24H version too

And the track.
w126
S3 licensed
Quote from Juls :When I have time I will check it...there is a tool somewhere to see precisely which force is sent to directX. I will use a constant speed, then turn the wheel a given angle, wait for steady state and check the force strength. Then I will see if it's a line or a sin curve.

Now I understand, you meant the situation of varying wheels angle at a constant speed. Then FFB is directly proportional to sin(WheelsAngle), because it's inversely proportional to the turning radius (if a car is running well below grip limit) and the turning radius is inversely proportional to sin(WheelsAngle).
w126
S3 licensed
Quote from Juls :I talk here about cornering forces....forces applied by the road on the wheels through the trail (mostly mechanical trail caused by caster*sin(wheelsangle)). Obviously these forces are zero when wheel is centered (in LFS and any other sims), and increase with wheel angle. Mechanical trail is almost zero when wheels are in line.

Is it the same mechanical trail that is defined below?
Quote :Mechanical trail is the longitudinal distance measured in side view between the center of the tire contact patch and the intersection of the steering axis with the ground. Mechanical trail and caster determine the moment arm about the steering axis for lateral (cornering) forces acting at the tire contact patch.

(http://www.tamusae.org/index.p ... w&id=29&Itemid=48)

Imagine a car sliding laterally with no polar body rotation (to make it simple) and the wheel centered. Wouldn't you have some force on the steering wheel?
w126
S3 licensed
Quote from Juls :- Rack displacement is proportional to steering wheel angle.
Disp=c1.SteeringwheelAngle

Some cars use changeable gear ratio (dependent on the angle) here.
Quote from Juls :- trail, hence FFB is in sin(WheelsAngle)
FFB=c2.sin(WheelsAngle)

I don't understand this part. That would mean you can't feel any force when the wheels angle is 0, which is not true. Using cosine in that formula would make more sense to me, that is if I have even the most remote understanding of what it's all about.
Last edited by w126, .
w126
S3 licensed
What if a kitten is killed in the 50th century everytime you start a new thread, lerts?
w126
S3 licensed
I think the colour of horizontal forces is related to slip fraction value for a given wheel. The slip fraction is defined in this post.
w126
S3 licensed
Quote from Juls :I like the very calm guy crossing the bridge, smoking, like nothing strange is happening

A brave man, and he was just bitten by a dog he tried to save from the car.
http://www.wsdot.wa.gov/tnbhistory/tubby.htm
And AFAIR it were the turbulences that caused the resonance.
w126
S3 licensed
Quote from Juls :This table was filled by a guy called Gustave Eiffel.

Then I guess the builders of "Galloping Gertie" bridge (http://www.youtube.com/watch?v=j-zczJXSxnw) didn't use that table. Maybe because its author was not American? Or did they?
w126
S3 licensed
Last time I checked it looked like there are at least 2 contact points (rays used for collision detection) per tyre. They are spread laterally at the bottom of the tyre.
If anyone doesn't like it, well, your game runs faster thanks to it.
w126
S3 licensed
In that blue-silver colours it looks to be remotely inspired by this Morgan Aero.
http://www.7extrememotorsports ... rs/morgan-aero-8gt-02.jpg
w126
S3 licensed
Quote from gezmoor :Interesting. I wasn't aware of that. What other info about the vehicle dynamics can be output in this way? Anything?

Just looking at the specification of CAR_info.bin files suggests a simple physical model which could use all the car properties listed in it. However, it is not complete. For example, aerodynamic components are provided with their lift and drag coefficients (using wing angles specified in a given setup) but this is not enough to know exactly the aerodynamic forces when the car moves at an angle or with cross winds.
w126
S3 licensed
Quote from gezmoor :I don't doubt that all of the above is probably true. But how do you know this to be the case?? Has any of it ever been stated by the developers or is it just assumption because of the way the cars in LFS appear to handle?

LFS is able to generate some output data (RAF and CAR_info.bin files) that we can try to process and analyse. Regarding the tyre normal load, it is possible for example to see how it affects the lateral grip of tyres: http://www.lfsforum.net/attach ... tid=4791&d=1136410311 (this is from on older LFS version).
Quote from gezmoor :True, however even road car manufacturers go to some length to shape their cars to ensure they have relatively low coeficients of drag. This aspect is going to be very important once dynamic wind is included in LFS, especially for the lighter single seaters. The current F1 cars for example appear to be particularly sensitive to cross winds, (apparently).

F1 teams have supercomputers a thousand times more powerful then a typical gaming PC (http://www.tgdaily.com/content/view/36905/135/) and they are still very far from doing aerodynamics simulations in real time. Did I understand it correctly, do you want it in real time in a computer game? It's around 40 years away it seems, if we are lucky.
w126
S3 licensed
Torsen differential may also have different locking for power and coast modes.
http://www.zhome.com/ZCMnL/tech/Torsen/Torsen.htm (4.3)
FGED GREDG RDFGDR GSFDG