Live for Speed S2 Facts : | ||
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BRAKES Max per wheel (Nm) Maximum braking force. Higher number brakes faster but also locks up the wheels faster. Locked wheels cannot be steered and, like in space, will keep going in the same direction it was before locking up. Balance rear-front Allows you to distribute the braking force between the front and rear. When braking, weight transfer to the front makes the rear end lighter and easier to lock up. Generally, FWD cars have close to 80% braking on the front, while RWD cars, mainly because of the better weight distribution from the tranny, can stand more rear bias (0.00 = rear, 1.00 = front) SUSPENSION Ride height Remember physics? Remember torque? A car has a roll axis determined by the suspension. The force is the weight, Cg (center of gravity). The Cg naturally wants to turn around the axis making the car roll in turns. The idea behind lowering ride height is mainly to reduce the force by diminishing the distance (lever arm) between the two which reduces body roll. Theoretically, if the Cg is bellow the roll axis, the car will lean into a turn like a motorbike ! Lowering too much has a side effect of limiting suspension travel and therefore decreasing the grip from your tires. A tire is meant to be on the ground, the more time it spends there instead of in the air, the faster and more controllable your car will be. This also applies to body roll as it unloads the inside tires and ultimately lifts them off the ground. Stiffness Spring stiffness. Springs are mainly there to control body height in steady situations. They need to be stiff enough to hold the body up, also when other forces are applied like turning (g-force) braking and accelerating. Springs control how MUCH your car rolls, dives (braking) or squats(accelerating). Springs and dampers need to be matched. Compression damping Dampers, shock absorbers. This controls the resistance from the shocks when compressed. Raise when lowering ride height. Damping controls how FAST your car rolls, dives or squats. When rolling, the inside shocks are streched while the outside ones are compressed, same with dive & squat, the front compress while the rear strech under dive, etc.. You want them as stiff as they can be while allowing the wheel to follow the road surface, in other words bumps. Springs and dampers need to be matched. Rebound damping Dampers, shock absorbers. Controls the resistance from the shock when it is streched. Controls how FAST your car returns to it's initial state (dictated by springs btw). Usually rebound is higher (often double) than the compression rate, this is mainly because in rebound, the weight is lifted from the car. It keeps the car from jumping back, rebounding which would obviously upset the car balance and throw you into the woods. You want it high to keep the body movement nice and smooth but not too high because it will make the car 'hook' and slower to react, can you say delay! Anti-roll Ah, anti-roll bars, or anti-sway or stabilizer (eeeessshhhh, pretty destabilizing for stabilizers...). I'm not a fan of anti-roll bars, but hey, they are there for a reason. Anti-roll bars do what it says. They limit body roll. They have one major flaw. They make independant suspensions less independant. When taking a bump on one side only, the anti roll bars interpret this as roll and straightens the body. It makes the car more jumpy. Anyways, they can be used effectively to fine tune your setup. I suggest not using them at all and when you have a good setup, use them to dial in a bit of understeer (stiffer front) or oversteer (stiffer rear). STEERING Maximum lock The maximum angle at which the wheels will turn. This is very usefull as I often find myself steering too much in this game. An angle of 30� is plenty and the Turbo can handle as low as 22-23� no problem. In fact, the Turbo is easier to drive that way as you don't get bitten by that 45� countersteer you're holding and waiting to kick in, it always does and never recovers. Driving very slowly around the course should help you find the angle at which the car is more controllable but still takes the turns without going full lock. Also, you should note that reducing the maximum lock also changes the joystick/mous/wheel sensitivity. For the same travel, you have more precise steering. Caster This is the steering axis, the axis that the wheels turn on. Caster should be though of like a bicycle. The more you lean it back (positive), the less it turns but the more steady (less nervous) it is. Also, caster will affect camber when turning. Positive caster leans the wheel adding to the existing camber. It can be used to keep close to 0� camber for straight line traction while having negative camber when taking a turn (FWD mostly). Beware of terminal oversteer when setting too much caster... Inclination This is quite technical, but here we go. This is the inclination towards the middle of the car of the steering axis (like caster's camber !). I'm not too sure of the effects so i'll update when i'm sure :) Scrub Radius - Updated! This is the distance between the steering axis and center of the tire where they meet the ground. Logically, the ideal distance is 0. In practice, it makes the car very nervous and gives no feedback to the driver. Usually, cars have a slight positive scrub radius (steering axis inside of the tires center line). This gives the driver some more usefull feedback (and resistance) and makes the car easier to drive, more forgiving. What it does is force the outside tire to lead the car into the corner, therefor making it feel more stable because there is less weight transfer, however, it also moves the inside front wheel further back, which may hurt the car on exit because if the increased weight transfer to that corner. WHEELS Toe: TOE-IN is when the front of the tires are closer than the rear. Look at your feet...Toe-in reduces wandering at high speed with a slight loss of steering when entering a turn. Toe-in slows down the car, increasing tire wear, but can be used to control the car balance. Toe-in at the rear will slow it down and keep it from trying to pass the front. In the front it increasing understeer and at the rear it decreases oversteer. TOE-OUT is when the rear of the tires are closer than the front. Walk like a penguin ! Toe-out might look ridiculous at first but has a good reason to look that way. When turning, the inner wheels of your car are rolling along a smaller diameter circle than the outer wheels. This means, the inner wheels turn at a greater angle than the outer ones. Using toe-out so that each wheel is traveling along their respective path/circle will feel like riding on rails. Unfortunately, in a straight line, toe-out makes the car wander around and very hard to track straight. Camber: How much the tires top lean towards the car. Negative camber is TOWARDS the car, and positive is AWAY. 0� means your tire is perpendicular to the road. In a straight line, you want 0�. When turning though, you want the tire to have a bit of negative (sometimes a lot!) to compensate for the tire's deflection. Camber controls the amount and shape of your tire's contact patches. You want the most traction at all times. You can't, so find a compromise in between :). Strat from 1�-2� in front and 0.5�-1.5� in rear. Track: This is how wide apart, measured from the tire's center line, the front or rear wheels are. Wider is generally better. Narrower track will reduce steering and probably understeer. Think of dragsters. Wider makes the car very agile but sometimes nervous at high speed. TRANSMISSION Final drive ratio: Higher numerical value is shorter, lower is wider. The age old compromise between acceleration and top speed. Shorter gearing helps acceleration at the cost of top speed. Set it so you hit top speed (before braking) before redline, then fine tune so the gearing matches the turns. LIMITED SLIP Differential(LSD): Back to the idea that, when turning, the inner and outer wheels turn along diferent paths, they also turn at different speeds. The differential allows two wheels to turn at different speeds. 0 means it is 'open'or'loose'. 10 would mean it is 'locked'or'tight'. I'll use tight for now because it is not clear if 10 is the maximum in LFS. Tigher LSD for traction in straight line with loss of steering. I find 9-10 is ideal in most cases as the last thing a spinning wheel needs is MORE power. 4 Wheel Drive: Front and rear should both be set high along with center diff. All at 9-10 is fine. Front-torque Split is the setting you want to play with. (0.00) means it has no power going to the front wheels and is basically RWD. (1.00) is FWD. I suggest (0.60) for a FWD feel and (0.40) for a RWD feel. TIRES Type: Well, road tires for the road, knobby tires for rally. You can also change to harder front tires to reduce oversteer, or harder rear to have more. Pressure: Lower to increase grip at the expense of response and stability. Higher allows the car to react quicker and recover predictably. |
Comments : |
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Author: redvaliant | 14-09-2002 |
wowser |
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Author: Goblinkiller | 16-09-2002 |
Nice with a explanation of this! |
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Author: Handyy | 17-09-2002 |
Yes I must thank for this guide too because I suck at car setups :) Well hope not anymore... |
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Author: pop | 30-09-2002 |
very nice race game :) |
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Author: hubiiii | 20-11-2002 |
heh tnx :) |
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Author: Janff | 12-03-2003 |
Great info thanx a lot |
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Author: tagfat | 27-03-2003 |
Re Inclination: The inclination of the stering axis makes the wheels go up and down when turned. When you turn in for a sharp corner the inside wheel is lowered (and the otside liftet) which gives additional tracktion to the inside (unloaded) front tire and to the outside rear tire. Both things works for quicker turning because a) it gives a more even distribution of load on front tires, and b) it makes the outside rear wheel gain grip at the expense of the inside. This outside rear wheel will then drive the "round" the center of gravity, ales turning the car. |
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Author: moof | 28-03-2003 |
own |
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Author: Andy | 02-05-2003 |
Big FANKS!!! It's a very big help. |
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Author: Gimpster | 16-05-2003 |
This artical does a great job of telling the reader what each setting is for. It does little in giuding the reader in the process of setting up the car for their driving style. This is what I think most people are looking for. We need a setup Guide not a Settings Guide. Can you update this to also contain information or the process of setting up the car? |
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Author: Bossman | 27-05-2003 |
Basic setup...Start with stiff,hard and low with no traction(anti-role) bar.Then u got a nice steady car with understeer .Then start to dail in which ever u want.Rules are simple, softer=more grip up to a point and vice versa.Tip: Do lots and lots of laps with each setting(Know the track by hart) I do setups and give it to my AI to drive and check their laptimes :) If u really battle with setups, Download fast proven setups and race them for a long .very long time.and make n new one from that one and adjust that and keep the downloaded one original. Enjoy ! |
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Author: Ozgur | 21-07-2003 |
there is low degreed info write higher... sorry for my english :) |
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Author: russ | 26-07-2003 |
Hmm...most of it made sense... https://www.isitaboat.co.uk |
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Author: Fonnybone | 28-07-2003 |
I've taken nots from your comments guys. This is a BASIC setup guide and was never intended to tell you how to tune a specific car. These are all real life explanations using real physics. LFS has trouble simulating some of this stuff. You must also remember that the LFS cars all have equal-lenght a-arms at the moment... I'm in the process of updating to include all the newer settings, i wrote this guide quite a LONG time ago ;) |
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Author: bob | 31-07-2003 |
Nice :D |
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Author: ToanTran | 31-10-2003 |
Someone please reply. I have problems turning my car on turns of course.. Otherwise this guide rocks. I am not one who knows much about cars but this gives me a kick start =) THANKZORZ |
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Author: Scooter | 02-11-2003 |
Very clear explanation! Now I can try all this out before I get it done to my real car :) |
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Author: Bladerunner | 29-02-2004 |
I would have given this the eight or so it deserves, if there had been at least a mention of the Wedge Tail Eagles manual that this 'guide' was copied (almost word for word) from. (IF by chance I have my lines crossed, and the WTE used this guide in their excellent manual, then please accept my humble apologies!) |
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Author: Elmer | 16-04-2004 |
IIRC Inclination is the angle of the virtual kingpin, as the wheel turns it controls the change in camber |
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Author: TMS | 19-05-2004 |
Thnx for the guide..My top-speed went from 165 to 185+ ( pretty good for a GTI ), and my lap times decreased whit 6 seconds a lap...Thnx man! I drive a Orion-home customized setup..It Rocks!!! :D:D |
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Author: iMAXIBON | 03-09-2004 |
good guide! a couple of setup guide for specific cars would be great too. hard - to - dial ones like the RB4 and RX0. |
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Author: trotl | 01-03-2005 |
really helpful, for me especially cause i�m not native speaker |
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Author: Ronnie Banks | 16-10-2005 |
Thanks Guys, Im a Racing and car nut, Always thought i knew everything , but ya proved me wrong.LOL. Good article |
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Author: caes4r | 24-11-2005 |
Gre4t stuff dude! Very helpful guide |
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Author: ww | 22-01-2006 |
�� |
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Author: johndk | 16-11-2006 |
thanks just the guidelines i needed :) |
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Author: srxtreme | 02-12-2006 |
Nice guide into the basic geometry for steering. LFS is great, it has settings for everthing I've ever wanted and some that take a little research Keep up the good work ! |
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Author: ivo | 09-12-2006 |
I have setup and it's very good.I combineded the 2 setups (mine and yours) and the car handles like a litle mini cooper.So i think my setup is the best.But anyway thenks for the setup. |
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Author: speedy65 | 13-12-2006 |
excellent now all we need is a set of uiltimate race sets for each track available to every one " ! lol (wishful thinking ) :) |
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Author: ivo | 14-12-2006 |
the tyres:road super are not good you should use road normal to the front and road super for the read (only for read wheel drive cars) and open diff |
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Author: Ken Kraft | 18-05-2007 |
GREAT write up. In real life racing FWD I find -.2-3 toe in at the rear to be helpful with rear traction while making the initial turn-in. I leave the front toe at 0 |
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Author: Forte | 21-04-2008 |
It's also important to note that different tires heat up quicker, and tire pressure also controls how quickly the inside of the tire heats up. If your tires are heating up too quickly, you need to set the tires to asymmetrical and lower the pressure on the overheating tires, and raise the pressure on perpetually cold tires. I'm not sure what you meant by "harder" or "softer" tires, but assuming "harder" means a higher number (ex., R3) and "softer" means lower (ex., R1), then harder tires have a higher heat tolerance. Tire temperature is important because if they get too hot or too cold, you'll have worse grip on the track. If your tires overheat too much, they may burst and you'll end up with a flat. If you want to check your tire status, you press the F9 key in-game. |
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