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versis
S3 licensed
Very good racing indeed lucaf! Had to watch the kids this time, maybe I can join next time.
versis
S3 licensed
Well, who else was caught by that last chicane? :-D
Thanks Rony for having me on the results table (75% race distance?).
versis
S3 licensed
And boy did we have fun :-D
versis
S3 licensed
Quote from Keling :Well, there's no magic attached to an game engine that just somehow makes it support rain or D/N cycle. You code support into it if you need/want to.

While that's right, not sure where I read it, but I remember they stated it would be too much work changing the engine to support more than one light source. Can't remember that actually would cause the effort. With a small developer team I can understand their reasoning to try to move to an engine that already supports this.
versis
S3 licensed
There definitely won't be a backport of these features because the engine of AC simply doesn't support this. Anyways, I see ACC as a single-series proof-of-concept-product for an upcoming AC2. Which is great, because I dig the non-GT3 cars in AC and can use my investment* in AC a little longer, hoping that SimRacingSystem will continue to provide their wonderful service for AC also when ACC is complete.

*AC is one third of my total gaming investments, given that LFS, AC and Automobilista are the only games I bought in my whole life, I don't count nowadays virtually 0€ sims like GTR2 and RBR. Yes, you can call me a sim racing fan.
versis
S3 licensed
I have no experience with 3D printing, but this looks nice.
versis
S3 licensed
Whoa, somehow I missed your update! Looks neat, though the entry is a bit too rough right now. I'll try to add a few more ramps in there eventually. Haven't seen the movie yet, but looks interesting indeed Smile
versis
S3 licensed
Please post, I'm curious Smile
versis
S3 licensed
Cool, take your time Smile in the meantime I fixed a few issues and added scenery Petals so your additions will be limited to ~350 objects Tongue
Last edited by versis, .
versis
S3 licensed
Glad you like it Smile sure, go ahead, I'm curious what you will do to T1 xD
D-SiS: Aston '60s Grand Prix
versis
S3 licensed
Someone said "Aston Oval" yesterday at RTFR XL. Although it's not quite an oval, I revived and adapted my little bowl script and figured out my idea would work a little like 60's Monza. That's why I added a few hay bales here and there... Big grin

No picture / video this time, you gotta try...
  • pretty quick track
  • works well with LX6 (the most vintage car in LFS, needs slightly more ride height) or FZ5
  • even works with BF1 :-D
Beta as usual, I would particularly like to
  • smoothen the typical entry/exit lines with appropriate concrete ramps
  • build some concrete buildings close to the track (to get some 60's Spa feeling)
Note updated version at https://www.lfs.net/forum/post/1933182#post1933182 !
Last edited by versis, .
versis
S3 licensed
lol, this looks odd Smile certainly would make for close races, but rather short than long races, otherwise scenery would get boring ;-)
versis
S3 licensed
I was actually trying to do an oval shape, but simply stretching by a factor did not work since the tangent of the slabs did not correspond anymore. If I find the time I'll improve the script so it generates a proper ellipse.

Speedway in the sense of e.g. Bristol is likely more complicated to compute with a script:
versis
S3 licensed
I've just tested whether I can reach that speed, and yes, even without any practice and using keyboard I reached 218 at that point (coming from 99 after T1). Sure, the setup was tailored to top speed (stiff suspension, gearing, no downforce, locked diff) but it's not impossible.

I can only assume that your higher T1 exit speed might be related to the diff - if the clutch pack is set to a lower value the inner wheel might spin, causing the speed shown to you be higher than you actually are.
versis
S3 licensed
Quote from UnknownMaster21 :I have mine here, hand-made. In case you got interested in detailed view of my version: https://www.lfs.net/forum/post/1926048#post1926048

Anyway, I am looking forward of it. Any chance to make a bit different? Unless you have a plan even more fresh idea!

Wow, FZ5 is even faster in yours, if only by 1-2 km/h. Scary thing Looking

What differences do you have in mind? Just go ahead if you want to modify it Smile
Nardo
versis
S3 licensed
Anyway, I was wondering how you achieved that massive banking and finally noticed the angle setting for slabs Big grin so I got started with my little python script again... Schwitz

The result? A fairly smooth high speed track, let's call it... Nardo Omg omg omg:

  • works well with FZ5, XFR, RAC etc.
  • almost works with FZR (ruins suspension after 20 laps)
  • does not work for BF1 (not even one lap)
  • beta, no timing yet
  • I have experimented with adding a "top slab" to reduce the risk of what happens at the end of the video Ya right:, works well, might add it to the layout later
Edit: added layout file
versis
S3 licensed
Wow, we sort of had the same idea Na-na thanks for the praise!

Yours looks really neat though. Reducing it to two slabs per angle (instead of the 16 I used for the bowl) seems to allow for a smoother ride, but I'm really confused concerning how you enter this thing xD.
D-SiS: Bowl of Death and Nardo
versis
S3 licensed
You like banked turns? Banking can't be high enough?

Some say D-SiS only made this for an unknown master. And that he might have spent way too much time on this thing. All we know is, it's the evil cousin of the lovely mini-oval.

  • almost maxing out the 2100 object limit
  • manually created half of the bowl
  • mirrored that half with a custom Python script
  • needs a slower car with lots of ride height (UF1 comes to mind)
  • are you ready to fly?
As usual, beta version, and I haven't even driven there with wheel.

Edit: added layout file
versis
S3 licensed
I didn't come up with a good solution on that Thursday. But inspecting it again today I realized that currently it's way above the tire stacks, so it should be no problem to lower the entire oval. I'm just too lazy right now to do it manually.

Might tweak the python script I wrote for my newest idiocyea though to speed this up... xD and I'll do my best to provide slightly higher banks, though I won't increase it too much so it still allows an equal inside and outside for UF1.
versis
S3 licensed
Thumbs up - I'll probably do some drafts on Thursday to see how this could be done.
versis
S3 licensed
Oh well... on my mobile phone I only see the left part of the image, so I thought "FO8 at Aston, sounds reasonable"... now I see it's Cadet Uh-hu not sure if I'll try this Cool
versis
S3 licensed
Quote from UnknownMaster21 :I suggest to make it more faster, not much required, but at least step-up more banking. Tongue

I did an initial draft on this, outer banking increased by two clicks makes XRG about 5kph faster and is still fairly smooth. Any more and you would crash into the bridge Smile so a high-speed version is in the pipeline.

Quote from MicroSpecV :Could you just make a "dip" in the pitlane there so the cars drive under the sign? As in lower the slabs and put ramps down at that area to form like a valley. Or just make a small hill over the sign lol

For results of the latter, see above Omg omg omg - I tried to figure out how to do a smooth dip and just had no idea how to achieve this while keeping the banking radius. If you have an idea, feel free to play around and post your results here Smile
versis
S3 licensed
Not so serious approach to getting rid of that sign... Big grin
versis
S3 licensed
I know, that bloody sign... unfortunately I can't remove it in the editor, so either I have to raise the entire track (lots of effort, won't do this) or reduce the width of the back straight (difficult because this is also where the pit entry is, and it would need like 4-5m to clear that sign, so I won't do this either).

Moving T1 further outside isn't an option. The only approach I could think of is introducing a "dip" at the end of T1, so T1 goes downhill and the back straight goes uphill. Not sure if that's any easier to do, but it might work.

Currently the car sits at ~2.6m with about 0.75m of clearance. A typical car would need about 0.5m of additional clearance, so that might be possible.
versis
S3 licensed
There we go, beta 2 is ready, updates:
  • reverse direction, as in a usual oval
  • banked turns extend into the straights
  • highlighted walls for the straights
  • additional scenery
  • additional cones etc for pitlane
  • the damn tunnel part is still there Big grin


Will be happy to address further suggestions.
Last edited by versis, .
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