There is aligning torque arising solely from the tyre's flexibility; that thing is self-aligning torque; that thing I feel in nKPro.
Says wiki:
"Self aligning torque, also known as the aligning torque, SAT or Mz, is the torque that a tire creates as it rolls along that tends to steer it, ie rotate it around its vertical axis. Even if the slip angle and camber are zero, and the road is flat, this torque may still be generated due to assymetries in the tire's construction. Typically for a producion tire this torque reaches a maximum at 2-4 degrees of slip (this figure is very dependent on a lot of things) and falls to zero as the tire reaches its maximum lateral force capability."
You don't feel anything in LFS that resembles "...this torque reaches a maximum at 2-4 degrees of slip and falls to zero as the tire reaches its maximum lateral force capability."
I was just playing with the new nKPro demo, and figured I could test its tyre modelling by setting the castor to zero. Well, it was what I expected: pure self aligning torque coming through the FFB. But then I went back to LFS and put castor to minimum on the FBMW, I got nothing from the FFB! If LFS truly does honestly transmit tyre forces through FFB, it probably means that self-aligning torque is not in LFS? I thought this torque would come naturally with LFS's "physical" modelling of the tyres.
Running with castor of course works, but I'm a bit disappointed.
I've played with this sensor before. If you rotate past 120 degrees in one direction, the reading stops increasing. But as soon as you unwind it back, the reading starts decreasing as if from 120 degrees. So if you rotate 150 degrees in one direction, the new center will be moved to 30 degrees, and the opposite end will be -90 degrees.
I believe this is more a driver design, though, instead of hard/firmware limit. But gearing down the optical disk should be necessary if you don't touch other things.
LFS simulates the mechanics very well. To pull out of the current gear, the torque must be close to zero so you lift throttle and it goes to neutral. To get into the next gear, the engine rpm must match that gear's rpm so it stays in neutral until engine rpm drops to match.
The 4850 that I have has integrated sound. Its DVI output contains 7.1 sound that's carried by HDMI, if you use the included adapter. I had to install a separate Ati sound driver (not in Catalyst) and select a different sound device in control panel.
I suspect the 4870 does the same. One cable to plasma TV is how I play.
WTC=1 means hardware wheel and the virtual wheel match exactly:
only near center if hardware wheel has lower rotation range than virtual wheel has, or
at all angles if hardware wheel has more rotation range than virtual wheel has.
WTC=0 means the virtual wheel always steers in proportion to the hardware wheel. They match only if the hardware wheel's rotation range equals that of the virtual wheel, which may be different from car to car.
That, and random animal crossings, variable weather, dynamic dirt/rock on road, co-driver mistakes, cumulative mechanical trouble.... There's a lot to keep rallying from becoming hot lapping. Me, I just like to drive through scenery anyway, so even CMR is bearable....
I think the entire point of making 911 turbo a 4WD is reducing the danger of the rear losing traction, and entering the dreaded fishtail. Honestly, I don't think any high powered, rear-engined car would do well with only RWD, at least when we talk about "sports/super cars" instead of "race cars".
Last time I checked, there isn't any other car in FZ50's group and certainly no 4WD there. Besides, keep your discrimination elsewhere.
Flat-six placed behind the rear axle for a 40:60 weight distribution? Looking past skin deep it is quite based on the 911.
An FZTurbo would be nice if it's made 4WD, considering the 911 turbo is. I dunno, make the FZ50/FZT like GT3/Turbo? Could be cool, but I was just thinking a simple 4WD option would be easier as the turbo modeling isn't quite right yet.
Codie games are non-playable with a steering wheel, or at least severely handicapped compared to using a gamepad. For that reason alone Simbin titles are 100x more enjoyable for me.
Still, I'd much prefer either a nKp or LFS based F1 sim.
Since the FZ50 is based on the 911 which comes in 4WD variants , how about a 4WD option for the FZ50?
The real 911 is special where it uses a viscous central diff so that it normally behaves as a RWD (due to slightly lower rear axle speed by design). But when the rears spin, torque goes to the front to induce understeer or at least 4 wheel drift. I think it'd have swift lift-off oversteer, good rear traction on corner exit, and docile powersliding.
I don't think this characteristic (rear-engined 4WD) had been simulated anywhere before?
If I remember correctly, that wheel uses a pot for the steering axis, while all Logitech wheels use digital sensors. The DFP already started using ball bearing, which outlasts its pedal set greatly.
I do like the RGT's additional analogue paddles very much.
I remember when I switched from MOMO (240) to DFP (900), set to 540 degrees and tried RBR on a tarmac stage. I had always found the Subaru to be understeering, but was surprised that with only a larger rotation the car went from understeering to oversteering. It turned out I was always steering too quickly with a small rotation, even with heavily non-linear steering.
I can't say you "need" big rotations, but choosing between 240 degrees and 900 degrees (variable), big rotation is just so much more appealing.
You could set it to 720 instead, since the automatic range won't exceed 720 in any car. I hope LFS incorporates variable FFB lock, which will be perfect for the G25...
I think it's quite enough if each car were split in the middle (front vs rear) then joined together using a spring/damper ball joint. However, I'm not sure if the required frequency will be too high. I guess it'd be a bit better than RoR, since about the same force is applied on two 600kg pieces instead of 10kg nodes.