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Jedruss
S3 licensed
what's the point in not having the proper polygon-based track editor?
Jedruss
S3 licensed
Apart from this, has anyone found out why similar road cars feel so different between most popular sims? AC, RF2 and LFS - in each one the outputs differs for the similar(or even same) inputs. AC is a terrible mess imo, regardless of how cool the content is, physics are totally ****ed up, it's not even close to real car. LFS feels like there's something wrong with inertia, also the tires feels weird, they tend to have waaay too high slip angles. It's impossible to lose traction at front axle in an oversteer action, you just have to countersteer and no matter what speed it will save your ass. In rF2 it's the other way around. For example - NSX Type R feels like a two tons boat, even the Miata feels weird and hard to control once in a slide without having like 40 degrees of steering lock.
My conclusions: merging rF2 and LFS could give us a perfect sim (in terms of physics and UI). I would love to hear your thoughts, especially if you have had some experience behind the real wheel.
Forgot to add: never played iRacing tho, so it could be the 'golden mean'.
Last edited by Jedruss, .
Jedruss
S3 licensed
Quote from Scawen :we have been working hard, but the tyre physics have not progressed since the January update.

that's sad

is there any plan for LFS that i could see? did you ever consider moving to steam? wouldn't it result in larger player base?

or since you are working on these physics for so long would it become an ace up your sleeve that could give you both money and players?
is there a chance that it will be so damn good that some big automotive companies would want to get a piece?(in exchange for cash/tech support)

and in case of reving up tire physics development a bit, check out what ive found:
please keep in mind im not a programmer (aside from css/html5 basic bootstrap shit) nor a physicist, so i have no idea if it could be usefull, but it looks and sounds so good:

Last edited by Jedruss, .
Jedruss
S3 licensed
post this one to this guy XD hope he would find it realistic

https://www.youtube.com/watch?v=xyGUw28X1Zs
Jedruss
S3 licensed
at first i was like
Quote :wtf, this guy is crazy

but after i read whole post im like this:

Jedruss
S3 licensed
so is it just a thing in pits and once we are spawned on track it is all as it was set in setup?
Jedruss
S3 licensed
here is what i said before in this topic:

(you have to wait a sec, it's a GIF)
http://i.imgur.com/RIPV6iB.gif

same setup, different lfs versions

in 0.6m you have ~-1,5 negative camber at front tires , and in 0.6r about -1,2, rear alignment also changed a bit

sorry for not using english, here are names of those parameters as they are on the screen (from top to bottom)

camber
inclination
caster
scrub

no fuel and no driver included in both tries
Last edited by Jedruss, .
Jedruss
S3 licensed
i think there are some changes in front suspension, it has less negative camber in xrt with same setup then in earlier versions
Jedruss
S3 licensed


same with rockingham -,-
don't wanna be rude, I just don't like it this way.
Jedruss
S3 licensed
im posting this one to keep balance Big grin

Jedruss
S3 licensed
yep, that's what i meant, but what means if u set locking at 70%(in GTIs it's not specified)? when does it lock the diff and what "power"?
Last edited by Jedruss, .
XRG and XFG clutchpack LSD
Jedruss
S3 licensed
Is it 2-way or 1,5-way or 1-way? I mean, does the percentage adjustment of locking affects on braking or accelerating? If both, then in what proportions?
FGED GREDG RDFGDR GSFDG