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DaveWS
S3 licensed
Quote from Hyperactive :Drives like typical rfactor mod.

Agreed. Pretty disappointed after reading comments here. Car is numb, no feel, and get more than 10 degrees sideways and you're gone. FFB is driving me crazy too with rattle etc.
DaveWS
S3 licensed
Sweet, impressive considering you only get ONE practice lap.
DaveWS
S3 licensed
Yeah street tyres are better, thanks. Still lots of traction, but not quite as ridiculous.
DaveWS
S3 licensed
Quote from CodeLyoko1 :yes

Is it seen as a known issue with the devs?
DaveWS
S3 licensed
Haven't managed to play much of AC lately, but after jumping on today, I have a question. Am I the only one who thinks all the cars have too much tractive grip? I can floor the throttle in 1st gear in the M5 for example and barely have any wheelspin. I've got TC off of course. It's the same deal in every car. I feel like I can stamp on the power without worry.
DaveWS
S3 licensed
I'll try because it's so simple:

Power = Torque X RPM

So more revs for a constant Torque = more Power
More Torque for a constant RPM = more Power

Torque is the turning force of the engine at a specific RPM.
Power is a product of both Torque and RPM in combination.

Therefore:
An engine producing 200 NM of Torque at 9000 RPM will provide identical acceleration (if geared accordingly) as an engine producing 100 NM of Torque at 18000 RPM. Assuming the RPM curves of both engines are proportional.

Yes I am bored and yes I'm going to bed.
DaveWS
S3 licensed
Quote from PeterN :Well it's meant to simulate your head being moved around due to the forces, not be a camera wobbling on a mount. Visual cues in lieu of actual G-forces, sort of thing.

I'm with Boris here, anything other than having the view looked in position is unrealistic in my opinion.

It creates a massive disconnect if onscreen the dashboard etc is moving around under g-forces whilst the steering wheel we're holding and the chair we're sitting in is locked in position.

In a real car there is no such disconnect, everything is locked in position and space within the car. It's also why I believe the motion simulators on the market which move only the seat and leave the screen, steering wheel and pedals in a static position to be equally illogical and disconnecting.
DaveWS
S3 licensed
Generally speaking I'm very impressed with AC so far. I've not got a very good system (E5300 and 4770) so I'm running with a low resolution (1280x720) and minimum settings, but getting about 70 fps which is drivable.

All cars feel really intuitive and stable to drive, my only concern is how much understeer all the cars inherently seem to have. I really have to be aggressive to unsettle the rear, even with the Lotus 49. It feels like there is too much traction most of the time.
DaveWS
S3 licensed
Does anyone know how I change the FOV? Thanks

Edit: Nevermind, found it in Documents\Assetto Corsa\cfg\camera_onboard.ini

Seems it's vertical FOV also.
DaveWS
S3 licensed
A lot of the time it is indeed the screen / display which is responsible for severe input lag. GT5 definitely suffers from noticeable input lag, even with a responsive monitor, but playing it on most LCD TV's makes things massively worse. The last two years which I've made the GT Academy finals they have always used large TV's with huge amounts of lag...
DaveWS
S3 licensed
Quote from sinbad :That significant loss of straightening force when the front tyres start to slip just slightly.

Yeah I don't like this either. I've certainly never experienced it in real life.
DaveWS
S3 licensed
Hehe cheers, yeah unfortunately for me they went with the "safe" option I think in the end. I guess to go with me would have been too risky - although I felt like I was more than capable! Was pretty gutted at the time to miss out on the final race with the other regions but it's their competition at the end of the day and it was an awesome week to say the least. :P
DaveWS
S3 licensed
Ok so you have to edit the ini files in my docs.

Still getting bigtime input lag though. 60fps should be plenty but atm its terrible.
DaveWS
S3 licensed
Quote from troy :You may want to try turning off hdr/motionblur and going down with the cube settings, I think I'm on 1 faces and can't remember the other value. But that helped a lot with my steering lag.

I have everything running at minimum.
DaveWS
S3 licensed
Getting 60 fps but huge input lag. Not cool, and can't really judge anything until I get that sorted. Also, how do I alter the fov?
DaveWS
S3 licensed
Some insane packaging with the Williams. Ugly but amazing in an engineering sense.
DaveWS
S3 licensed
Yeah the dogfight was probably even more exciting when it actually happened. It was actually a best of 3 shootout. Tom won the first, Des won the 2nd, and Tom led then spun in the final.
DaveWS
S3 licensed
Shows how sad a state of affairs real life motorsport is though. :P
DaveWS
S3 licensed
http://www.youtube.com/watch?v=2ermTw2NJ7c

First episode of the UK broadcast of the latest EU GT Academy. Not the best quality, youtube decided to reduce what was already a mediocre ITV Player rip. Next one on ITV4 tomorrow at 8pm.
DaveWS
S3 licensed
Quote from BigPeBe :I don't know if there is any current interest with this application, but I was wondering...

I have been making lots of sounds for rFactor mods for personal usage and I wanted to convert some of them for usage in LFS.
But the way this user interface is made makes it very hard.

My main problem being that I don't know how to rpm-match the samples. For instance when I have audio sample of engine on steady 4000 rpm, how do I tell for the CSR mixer that it is recorded at 4000 rpm, so when it plays it at correct speed mathing to the real rpm of the car in LFS? Since I only can change the sample rates I have no clue how to match the rpm value. This results in rpm miss matches when two samples join, which I could describe sounding like a badly tuned guitar.

rFactor has a nice system where you tell the game the actual rpm of the sound sample and the rpm area I want it to played at (for example 4000 rpm sample played in between 2000 and 6000 rpm). With this information rF can match it nicely, playing the same sample half speed at 2000 and 1.5x speed at 6000 rpm.

I can ear tune my samples to match each other in Goldwave, but when I need to play with the sample rates like in CSR I find it very confusing and can't get a decent end result.

If anyone is still developing this application I would strongly suggest to get rid of the sample rate stuff on the user interface and go for the rpm mathing way.

I have noticed youtube being full of CSR sounds with rpm miss matches so I suspect I'm not the only one experiencing this problem.

http://www.lfsforum.net/showthread.php?p=1627794#post1627794
DaveWS
S3 licensed
Took my '96 MGF to Castle Combe yesterday. Couple of pics from the on site photographer:





Onboard: http://www.youtube.com/watch?v=d-TzVjmmtVY
DaveWS
S3 licensed
Agreed with the posts above about increasing "on power" differential locking, but also increasing front ARB will increase the load on the outside tyre and decrease the load on the inner one, worsening the problem. A lower front ARB / stiffer rear ARB should help.

@rocklan, I wouldn't say it's "wheelspin" you are experiencing since most people attribute that to on throttle conditions only. But off throttle oversteer can be fixed in many ways in the F1, including increasing the engine braking reduction, increasing differential preload and coast locking. Obviously moving brake bias forward can help too. :P
Last edited by DaveWS, .
DaveWS
S3 licensed
If you go here: http://www.iracing.com/live/ you can view a stream of previous races by clicking on archive, so you don't need to wait for them to download. As for which races are best to watch, they are all fairly equal in excitement tbh.
DaveWS
S3 licensed
The tuned 370z used for the final time trial at Motegi has horrible understeer too, and numb FFB (overly heavy). You have to be quite positive on turn in otherwise it just plows. Still fun though, currently 30th globally, but it's early days. I wouldn't be surprised if the top time in 2 weeks is a 30.5 (hopefully no faster then that!).
FGED GREDG RDFGDR GSFDG