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Zen321
S2 licensed
Hey !

I'd like to know, what kind of layout are you ready to host ? (race, drift, cruise, whatever?)
Zen321
S2 licensed
Thanks for your support

Well the way of being fast in that track is how close can you get to the barriers without crashing on them ^^ It's a layout for gutty men
Zen321
S2 licensed
Hope you'll like it

If the layout is quite popular, I might run some competition on it a bit later (race, drift, whatever), 1vs1 battles with different rules, etc
Zen321
S2 licensed
No sure please do, but send it to me first ^^
FE4 - Mount "Up&Down"
Zen321
S2 licensed
Hey everyone !

So after a lot of reflection and work I've come up with a brand new layout for Fern Black, on the pattern on a mountain road.
Some people will say that I did nothing to the base track, but actually most of my work had as a major objective to keep the base pace of the track, and modifiying slightly some corners, in order to make this tricky track a bit trickier. I also added barriers at the spots where people tend to f**k up, cut, or use the kerbs in order to make it more intense to drive, with a very few margin error possible.

The track is divided in 6 parts, and, as it names implies, it is in an up & down pattern. This means you'll have to "climb" it up, then go "downhill" in reverse, during approximately 6 minutes (for road cars) of pure fun! It has been tested with all the cars and they go well on it (sometimes formulas' have some problems for the roundabout).
Here's the different parts of the track (see the attached map) :

Alpha & Omega (in orange)

As it names says so, it is the start and the finish line of the race. It is a slow and narrow part with a lot of elevation change in both ways, making it a bit tricky for begginers, and very fun for other drivers.

High Stakes (in blue)

A portion of long straights at high altitude giving a beautiful panorama. These straights will allow more powerful cars to match the lighter, less powerful, cars, and this is where lots of passing actions will take place.

Granite and water (in grey)

A section alternating mid speed corners and midsized straights line, sneaking around a big granite rock, a career, and a bridge.

"The Twister" (in azure)

A small section of technical corners, with a mid space, but no room of error possible.

Highway to hell (in red)

A very long straight line leading to an ultra narrow chicane and hairpin... Don't brake too late, or tonight you'll flirt with the devil!

"The Shaker" (in green)

This part of the track is a succession of midspeed corners and chicane that will for your car to take maximum lateral G-Force! Just hope that your sway bars will survive, and rush in! It leads to the roundabout, making you go the opposite way and visit these areas once again in a different point of view!

Feel free to add any comment about the layout, myself, or any other guy you don't like
Zen321
S2 licensed
+10

Very good idea.
For some leagues, it would be good to have the same setup for everyone, seeing who is the best with a particular type of car.
Zen321
S2 licensed
Yep, just adding the paddles would be nice...
However, there would be a big problem with sequential cars because the G25 gear buttons for seq-up and seq-down are respectively 4th gear and 3rd gear.
And because we can't assign at the same time seq-up with 4th, and seq-down with 3rd, we're gonna be in a big trouble for driving road cars. Lemme explain :
- 1st to 2nd : no problem, goes right to second
- 2nd to 3rd : here's a problem, cuz we have at the same time 3rd gear and seq-down... which means, we'll stay in second.
- 3rd to 4th : we would go to 4th instantly, but because it is seq-up, we'd jump to 5th...
Zen321
S2 licensed
Yeah you were both right.

But the air "pushes" a bit the wing at first, then the difference of pressure does its jobs.
For example, most race wings have a very small "flat" (or less angled) zone before going up to their standard angle. Thus, the air will go either above or below, and get in contact with the wing when the curve takes angle, pushing it down.
But this is a very small effect of launching the high pressure up/low pressure down pattern indeed, and mostly a unwanted one because it create a very little drag, which is perceptible at very high speeds.
Zen321
S2 licensed
Thanks for your support
Zen321
S2 licensed
If there was a car with a CVT system in it, I'd suggest it'd be really not powerful.

Why? Many noobies from mopeds racing would just take it... Maybe a new demo car ?

PS: how about a CVT driftmachine ? (/me hides...)
Zen321
S2 licensed
Okay I see now

I thought it was the mass transfer and not the load on the suspension that made understeering or oversteering under roll

Thanks for having made it clearer.

Edit : And btw, we made sportscar (Alpine, R5 GT Turbo and Loeb's Citroen for rallyes ), but we don't engineer them anymore (even if the Bugatti Veyron is crafted in France )
Last edited by Zen321, .
Problem with Sway bars ? (antiroll)
Zen321
S2 licensed
Hi everyone !

I don't know if its me or the game, but I noticed a weird thing when tuning the antiroll bars value.
Indeed, antiroll or sway bars are meant to reduce the body roll, and this has several effects.

For instance, a hard sway bar in the front means less lateral mass transfer in the front, so it reduces understeering, and even sometimes create oversteering.
For the rear, it's the opposite, hard sway bar means less oversteering, and sometimes understeering.

Now when looking at LFS, it seems that this theory is inversed (with all cars). For example, take the XRG, and put the sway bars value to 90 in front and 40 in rear. Usually, it would make the car oversteer bad. But in LFS, the car almost goes straight on... And the same "inversed" effect applies when rear is more than front (oversteer).

So I wanted to know if there was really a problem, or if it's just a misinterpretation from me?

Thanks a lot
Zen321
S2 licensed
I guess Fern Bay's kerbs are quite fine the way they are.
They add to the diversity of the track, which is fine.
Fern Bay might be a slow track, but it is hard to master, with it's sharp curves, sudden elevation changes in corner, plus the high curves are part of this difficulty.

We can say that kerbs got two functions:
- The outside kerbs are a last resort or a way to gain more tarmac when entering and exiting, and their role is to put you back on the tarmac, for their lowest spot touches the track, it implies that it will reduce your bodyroll and cancel the understeering you are under.
- The inside kerbs are a way to prevent people from cutting through the corners. Indeed, when you take them too sharp, your bodyroll will increase, increasing your understeer and make you go back on track.

The one at Fern Bay are raised in order really to prevent you from your cutting options, but once you know pretty well your car and the effect of these high curves, with an appropriate entry and speed you can use unique lines in order to pass your opponent, even if the risk of rolling is around 50% or more depending on the car.
So take them like an investment : you decide to use a risky stuff which can make you crash, but that will also turn you faster... Few risk = few return on investment.
Zen321
S2 licensed
When I first tried RB4, because it's a very torquey engine, i burned my clutch after doing a couple J-turns (reverse -> 180 -> forward).

You need a shorter 1st gear
Zen321
S2 licensed
It doesn't work for me.

I type "/insim 10000" when i'm in a race, and yet it doesn't seem to have any effect, after launching the program (i don't get an of the txo messages mentionned above).
Any advice ?
Zen321
S2 licensed
The gear indicator ins't a problem in road cars, for with the H-Shift you properly know in which speed you are.

And for the other cars, with sequential and where you can't see your gear, use your brain and feeling like "1st goes from 0-30mph, etc...".
You'll end up having better lines, and proper control (don't have to focus on which gear is on the panel, etc)
Zen321
S2 licensed
I would really appreciate some shopping cart races at the Bellevue, WA WalMart track (inside and outside)...
Zen321
S2 licensed
Quote from LiveForBoobs :+1, but the question is, how much priority would you guys give to this, because lets be honest, this is a great suggestion, but it will take some time to put into LFS, and there might be others that should have higher priority. A track is just a track, it will live for some time then you get bored of it again. So i think maybe updating things that affect every track, like weather, day-cycle, physics updates, etc, would bring more novelty to the game than a single new track.
Oh and if we kept pushing for the same side, it would be easier for devs to decide what to do next (or change their mind in case they had already).

Your point is true, but I think having only physics or ingame upgrades won't last longer before the racers get used to it.
For instance, day-cycle is a good idea, but Fern Bay by night would still be Fern Bay. Like, people who are used racing on that track would still acheive the same times for they know the pace, and getting used to different visual referentials only takes a matter of few laps. Even if it is a nice experience, and i'm eager to test it, the "new stuff" effect won't last for long.

(I'm sad to tell this, but what made NFS games last longer is that there was huge possibilites for track making...)

The only problem with the Nurburgring is that the straights are way too long. The point of a mountain road pattern is that almost always a corner brings another, which leads to another one, etc...
Last edited by Zen321, .
Zen321
S2 licensed
Quote from March Hare :

Sure the drifting crowd would cream their pants but that's unavoidable.

Yeah obviously, but would it be a real problem? I mean, a good update is an update that pleases to, even if it's not everyone, the majority of the community.
It would be a great experience AS for racers AS for drifters AS for cruisers, which I think will help reduce the huge drift (geologically speaking ) between racers and drifters.

Quote from Klutch :
Uphill and Downhill races don't exist, simply for the fact that there is almost no room to over-take someone.

Down/uphill tracks are usually time trials.

But..i wouldn't mind a hill type twisty or curvy track, i mean like, a proper curcuit in the hills for both a bit of a downhill and uphill

Please don't flame me, but even if most official time-trials races are often time trials, they usually take place in 2 lanes roads, which allows enough space to overtake. If you want some real life proof, just watch some races in "touges" (mountain passes in Japan), and you'll see some intense actions (I'm not speaking of Initial D anime, in this case of course).

About time trials, most of the autocross leagues here work on a time trial basis, as for autocross is basically the legacy of "uphill races where the track was flat" (slalom races), so I assume that autocross competitors would be pleased to have a 7.5km downhill and/or uphill track to compete on .

I really support the idea of an A->B "track", even if imho linking it to a standard loop track won't be bad and will please anyone. The only problem of loops is that when you race again and again on the same corners, it becomes boring (when racing, usually the first three laps are nice, because people are close enough for some actions, then the middle race is kinda boring, and finally the end, where everyone's tires are f**ked up tends to be fun as well).
Zen321
S2 licensed
Yeah, Bathurst sounds nice and intense (seen some incar cams of Skaife )
Like this could be the base track, with some RallyX, and uphill course along.
Zen321
S2 licensed
Maybe it's just my two cents worth, but I think the class mix isn't just that odd.
I've been involved in a LRF race, with 5 AI controlled UF1, and this was as well really challenging.
By the way, good luck for the next race of the season, i'm a great fan of this league
Zen321
S2 licensed
Yeah man, the anime is nice, but there are lots of racing purists that just can't make the difference between a guy asking for a uphill track for races, and a Japan mountain to appeal DRIFTORZ ^^

I drift from times to times, and I race a lot. I think that drifting help me for racing, cuz it made me know the limits of my car (always drifted with race setups), and gave me some reflexes to prevent from f***king up hard if I f**k my entries ^^

But we're getting off topic
I really hope that a track like this will be implemented, because it'll add to the racing experience (narrow tracks are really challenging and fun).
Zen321
S2 licensed
Sorry if it has already been posted, I didn't see it

Yeah, about uphill/downhill : I never seen (or heard) about professional downhill races, except in rallyes (such as Argentina). But if you make a uphill track, turning it downhill is gonna be pretty easy for players with the autocross editor (just put a start at the finish, two or three splits, and a finish at the start ^^)
Mountain or Winding road (for uphill races!)
Zen321
S2 licensed
Okay first of all, I want to detail more my post, so as not to get flaming bananas from everywhere. When I speak about uphill races, I speak about THIS ( http://fr.youtube.com/watch?v=ys0b1E9xjJ4 ) kind of races.
So please people don't blame or flame me saying that I'm an initial D fan or whatever. Even if you disagree (and I'm sure there'll be lots of people who will), please do constructive comments.
Thanks ^^

So, I was suggesting that, because uphill races are quite popular in a lot of European countries (France, Italy, Belgium, Germany, etc), what would you think of having this kind of races implemented in LFS?

What I would suggest clearly would be a track divided in the following way:
- An A-->B tarmac track, with a lot of elevation change and hard corners, going uphill, with only a little grip (like in SO), and lots of other changes (track width, some special stuff like gutters...)
- A track taking a bit of the uphill road, but that will be a "loop" (like every other tracks of LFS)
- An A-->B dirt/asphalt road for rallye specials
- A dirt loop track for Rallycross.

There are some real locations the devs can rely on (e.g. : in France, the asphalt rallye specials : Bisanne, Joux-Plan, Joux-Verte, Côte d'Arbroz, etc).

I don't think I have to precise that there are many different categories in uphill races, going from to strictly stock road cars to OpenWheelers, Kartcross, GT's and so on...
Zen321
S2 licensed
It's my two cent's but...

When you add banners (like long ad banners), when you collide with them it's way more realistic (like your crazy doesn't go crazy, making u think you're having an acid trip).
So i guess it's an easy fix to do..
FGED GREDG RDFGDR GSFDG