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How realistic is LFS? - Forum

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How realistic is LFS?
@ Michael1998 Male Date: Thursday, 2023.01.12, 14:43 | Message # 1
Michael1998
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For real, LFS is really realistic, really! I've noticed a marked improvement in my Autocrossing since doing it a ton in LFS...! smoother, more consistent... I also noticed the ability to notice the rear end coming out sooner and correct it cleaner and faster than previous to LFS...

You could take a real race car setup to be driven via remote control. The "driver" would drive the race car while viewing a computer screen. The steering wheel force feedback would be identical to what would be felt at the real steering wheel. The sounds would be identical to what a driver would hear in a car (including muffled sounds if earplugs are required because of the noise of the car). The pedals would have the same resistance to movement. This would be the perfect simulator, but it still would present issues compared to actually driving in the car, because you can't feel the forces of acceleration, and the perspective is significantly different. You'd never be as fast and/or consistent via the remote control as you could be in the car. If the goal was to get similar lap times, you would need some changes to make up for the lack of feedback, like changing the audio feedback to exaggerate tire sounds, and throttle, brake, and steering assists; the modified audio sound wouldn't cause too much harm, but the assists could create some bad habits like excessive inputs.

Change this to PC based simulations, and there will be differences in how real cars behave at or beyond the limits and the simulated equivalent, especially on tracks with irregular surfaces. Methods that provide the best lap times in a game, may not apply to a real car. For example, driver induced understeer (steering inwards to avoid or recover from oversteer) only works with certain cars and setups in real life. It works well in Grand Prix Legends, and works somewhat with LFS (although not as well as it did with LFS S1's physics). One thing that is common to games and simulations, is that braking while counter-steering just makes a spin worse, so some habits are good while others are bad.

I think racing sims will teach the basics, if the player is paying attention. For example, in a car well below it's top speed, the typical best line through a 90 degree turn is close to a hyperbola, with the slowest speed at the apex. If the car is near it's top speed (including speed limited by the drag induced by cornering forces), then a near constant speed circular arc is the best path. The length of a high speed section before or after a turn also affect the best path and speed to take in the turn. If the track beyond a turn doesn't allow for much acceleration, it's probably better to focus on speed in the turn to get through the turn quickly. If there's a long high speed section after a turn, then sacrficing corner time for better exit speed should be used. There's nothing inherent in a game or real life that will teach this unless you experiment a lot and learn from it, or learn this information from someone else. If the tracks included in a racing game don't include the type of situations encountered on real tracks, then you never get to learn how to deal with them.

The best racing lines often aren't intuitive, as in this guide for Willow Springs, which also includes the variations for the case of high powered versus low powered cars in the higher speed turns. Turn 3 and just after are examples of extreme hyperbola paths with a large speed variation.
 
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