rec.autos.simulators

Live for Speed Patch Y

Prot

Live for Speed Patch Y

by Prot » Mon, 24 Dec 2007 20:22:34


I hate it.

Protz

Ronald Stoeh

Live for Speed Patch Y

by Ronald Stoeh » Mon, 24 Dec 2007 22:12:21



>> Clutch overheating

> I hate it.

> Protz

You know, there's always Need for Speed...

l8er
ronny

Prot

Live for Speed Patch Y

by Prot » Mon, 24 Dec 2007 23:31:27


I hate it, but I'm getting used to it.  :)
I've just played a few races, maybe that's not that bad, just have to lift
my foot a bit when changing gear... but I don't quite get the point of this
change in the game.

Protz

Ronald Stoeh

Live for Speed Patch Y

by Ronald Stoeh » Tue, 25 Dec 2007 03:52:04



>>> I hate it.

>> You know, there's always Need for Speed...

> I hate it, but I'm getting used to it.  :)
> I've just played a few races, maybe that's not that bad, just have to
> lift my foot a bit when changing gear... but I don't quite get the point
> of this change in the game.

Realism beats comfort... at first I thought they broke the damn controls!
Why is this stupid BMW not shifting, damn it! ;)

ronny

Jeff Rei

Live for Speed Patch Y

by Jeff Rei » Tue, 25 Dec 2007 14:37:47

How much effect does this really have? It's rare that a hairpin
corner is going to be taken with the engine running at high rpm.
On a higher radius turn, this effect will be negligble.
A waste of CPU bandwidth in my opinion. (So is the fixed segmented
tire model).

The purpose of this is to sell more wheel and pedal sets as the
pedals get worn out from the excessive use? No problem in my case,
as I can program shift sequences on my controller, clutch,
throttle, and shift all at the touch of a single button.

How often do clutches overheat in real race prepped cars?
Especially in the 15 minute or less races typical of a LFS race?
Where's the realisim in that?

Michael Sisso

Live for Speed Patch Y

by Michael Sisso » Wed, 26 Dec 2007 01:26:46


says...

I have a poor memory, but what I can remember, you use driver aids a lot
don't you? You would have made an excellent contemporary F1 driver. ;)

The developers are making a simulation, and the main programmer is
striving for as much realism has he can achieve. Why should he keep in
mind whether or not some cheap pedals will break when coding up
realistic car behavior?

I would imagine they don't often; as they are generally driven by
competent racers that know how to operate the throttle/brake/clutch
properly. I would hazard a guess this change in LFS is to get people to
start driving these cars more like real cars, rather than thrashing them
to over and *above* an inch of the cars (for the time being, immortal)
life to get world record laps, lap after lap.

MRSisson
--
LOAD "GPL",8

SEARCHING FOR GPL
LOADING
READY.
RUN

MikeWh

Live for Speed Patch Y

by MikeWh » Wed, 26 Dec 2007 02:12:55


What real life -- as in "realism" -- series runs 15 minute races?

Jeff Rei

Live for Speed Patch Y

by Jeff Rei » Wed, 26 Dec 2007 11:50:55

Yes I used all those assists in GPL to get my -12 GPL Rank, oh wait, there
aren't any assists. So if you were to drive an F1 race car, do you think
you could convince the team owners that you didn't need traction control,
or the computerized sequential shifter?

So why not focus on getting the big factors (like tire physics, chassis
dynamics) correct instead of wasting time on stuff like this? Since many
players of LFS don't have nice wheel and pedal setups, and can't afford
to replace the cheap ones that they do have, I don't see the benefit
of this. If all players have the same features, it's good enough.

Even abused clutches in real life don't overheat. The amount of slippage
even with a speed shift isn't going to overheat a clutch.

Jeff Rei

Live for Speed Patch Y

by Jeff Rei » Wed, 26 Dec 2007 11:53:58

Clutches don't overheat even when abused. Drivers can speed shift,
and a clutch isn't going to overheat. Unless there's a flaw in LFS's
clutch physics, or bad gearing, slipping the clutch during shifts
doesn't help lap times. If there's a flaw, then that should be fixed
instead of having clutches overheat.

MikeWh

Live for Speed Patch Y

by MikeWh » Wed, 26 Dec 2007 12:28:04


Which junior race series runs 15 minute heats?

Jeff Rei

Live for Speed Patch Y

by Jeff Rei » Wed, 26 Dec 2007 17:16:17

That wasn't my point. Most races last 2 hours, except for Nascar where
it's 3 hours or more. Endurance races can be 6 to 24 hours, and in those
races the drivers are a bit more careful with the cars, as breakdowns
in 24 hours races are common. However, in the typical 2 hour races,
breakdowns are much rarer, and clutches are a very small percentage
of these.

Michael Sisso

Live for Speed Patch Y

by Michael Sisso » Thu, 27 Dec 2007 22:14:21


says...

I have no idea what priorites Scawen sets for coding. He did mention in
a thread the other day that he was 'enjoying the journey.' Seems like he
is under no pressure from publishers to get S2/S3 out and can work on
whatever takes his fancy. I don't see any of it as 'wasting time',
either. I think I just have an unusual amount of patience. ;)

I don't have any knowledge in this so I can't/won't comment, other than
to clarify we are talking about the same thing :

speed shift - fast shift with small amount of clutch stab and small
amount of throttle lift

power shift - not lifting off the throttle when clutch shifting

I do know that I have only cooked the clutch once so far with patch Y,
and that was on purpose. After that, I was driving for about 20 laps the
other day (G25) and the clutch temp bar only ever got a couple of pixels
from the left. I have been lifting and blipping ever since the days of
Grand Prix Legends; for me the adjustment to this patch has been very
small.

MRSisson
--
LOAD "GPL",8

SEARCHING FOR GPL
LOADING
READY.
RUN

Jeff Rei

Live for Speed Patch Y

by Jeff Rei » Fri, 28 Dec 2007 00:19:29

Yet most of the lap records for GPL used no lift shifts.

MikeWh

Live for Speed Patch Y

by MikeWh » Fri, 28 Dec 2007 08:56:10


One supposes that one eventual consequence of repeated power shifts is a
burnt and slipping clutch. It makes perfect sense to simulate this is the
game, to bring a much needed dose of reality to the 15 minute hotlappers. It
would be entirely fitting to scale the accumulated damage to fit the
shortened race heats.


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