*******C.A.R.S - Community Assisted Race Sim*********

what car are you using? some are a lot easier than others

the racers are probably the easiest to drive while the road version of the stock car is probably the easiest to recover from sliding (which it seems to do permanently)

if changing to an easier car doesnt work then just pretend that you're learning a track and spend lots of laps gradually building up from a very slow speed.

Using the car in my screenshot I posted, steering feels way too light as well.
 
Using the car in my screenshot I posted, steering feels way too light as well.
thats one of the harder cars to drive by far, try the racers or the asano X4 as Jim suggested

the reason for the steering feeling light is a bit complicated, but if you mess with the FFB settings (the XML file, not the in game stuff) you can probably get it how you want it.


pretty much every commercial wheel isnt powerful enough to deliver the same forces that you feel in a real car. i cant remember the name of it, but a low spec racing car that a few of the forum members have driven produces, on average, about 300% more force than a logitech G27 can produce at maximum. when it goes over large bumps it can occasionally produce enough force to break or damage some of the welds in the steering assembly, and easily hurt anyone holding the wheel without gloves.

obviously the G27 (and a lot of the other more expensive wheels) cant produce anything like this amount of force, so the force is scaled down to fit within the wheels range of force. the way the devs have set this scaling is to produce slightly less force on average compared to other racing games, leaving more force available for those sharp jolts you get. this makes the jolts more likely to take the wheel away from you, but it makes the overall steering lighter

this can be changed with the FFB tweakers document, but you'd have to have a good read of the document to work out what you needed to change to get the heavier steering without the wheel being asked to produce more force than its able to (and losing some of that information through clipping)

*edit*
heres the thread about changing the FFB settings. the OP has a link to a guide to the FFB settings, a download link and installation instructions (save file in certain place with certain name)
http://forum.wmdportal.com/showthre...ameter-tweaking-thread&highlight=logitech+G27
 
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Got a GT3 RS on the way, gonna definitely try this out over summer, even if it is just me being a graphics **** :P Finally making the swap from Xbox, fingers crossed they get some form of upgrading system for street cars or some drift cars in as it's so much fun and LFS is getting really dated nowadays.
 
Literally just downloaded this (7mins, just been upgraded to virgins 60MB broadband!) ;)

For €10, its gotta be worth it, even at this stage of development, and have to say I'm pretty impressed so far.

Still can't get on with the handling, I do well to complete one lap without leaving the track.

Lol same here. Found a track I kind of know ( donnington) jumped in the 2011 F1 car. 20 laps later and I've just recorded my first lap time! Pretty harsh when going off the track not only scraps the current lap but the next one as well!

Only playing with an Xbox controller ATM, will have to dig my old MS wheel out at the weekend. No doubt a new FFB wheel will be on the cards come payday :cool:
 
Pretty harsh when going off the track not only scraps the current lap but the next one as well!

this should only happen if you go off in the last sector. the devs have also said that they will eventually make the next lap be invalidated if you go off in the last few corners because some tracks have a really long last sector (eg. Loire) but its a low priority thing so probably wont happen for a little while


for those who are interested there is now a thread being kept up to date with what has been done towards multiplayer and what still needs to be done:
http://forum.wmdportal.com/showthread.php?6438-Multiplayer-road-to-MP-Quick-Race
 
Can't wait for the multiplayer.

Yeah, pretty sure it was only when going off in the last sector (although will have to double check as I do think I got one half way round the track at one point), and no issues with it really as it's there for good reason ;)
 
216 available for download..

Build 216 (18/5/12, Team Member+)
New Milan HUD maps
Added new co-ord's for Milan maps
MainMenu improvements (Title area now on the left rather than the right, Profile info condensed into a smaller area now on the right, more removal of green/red buttons, Back button now placed next to the header for better balance and ease-of-use, Events screen now navigable via gamepad, Location Select screen updated, a few more icons in places)
Besos overlays textures updated
Added new Monteray map
New Besos exports
New Harrison Pike Raceway export

Build 215 (17/5/12, Senior Manager)
Added and implemented CSProtocol class, which handles generic message-based communication on top of a stream socket
Automatically unlock all tracks for Managers and Senior Managers, even if they are not available in server lists yet
Added new maps and replaced placeholder images
Animated flags - initial data for vertical flags
Animated flags - ART - export setup update
Animated flags - beach and rectangle flags added + thumbnails and ART data
BuildScript : Updated RTPatch history generation using base filename pattern

Build 214 (16/5/12, Senior Manager)
Added support for force feedback tweakers config files
Updated loading of vehicle-specific force feedback tweakers config file
Sakitto:New textures for start gantry asset
Added Milan HUD maps
Added default force feedback tweakers config file
Placeholder icon for track maps
Harrison Pike Raceway - fix tailing
Harrison Pike Raceway - add nmp texture for windows
Replaced old placeholder for track map images
New setup layout in preparation for additional setup items
Final Besos Track maps finished
New Henrico export
New Heusden export
New Sakitto exports

Build 213 (15/5/12, Manager+)
Fix for crash that could occur if AllocStreamBuffer was used
FXAA Enabled on PS3
Replaced placeholder map with finished version
Re-arranged the Trigger icons on HUD map
Harrison Pike Raceway - update textures
Added placeholder Milan HUD map
Loire track textures-Extended a bit the map and removed tents and vehicles
Badenring - Added some trees and bushes around the porsche curves area
Stockcar 90: LODA WIP
Brake squeal levels increased for audibility. React differently to temperature and wheel speed
Memphis textures intial versions
Added Memphis track
set max AI participants to 31 at Memphis oval
New AIW for Mephis oval. Supports 32 with pitlane
BAC Mono - Added AO to all LODs
BAC MONO - New liveries in
Corrected Memphis TRD - forced rolling starts, AI max set at 42
Sakitto:New Textures for Sakitto Time Tower Asset
Memphis raceline initial version
Henrico base textures initial check in
Henrico initial version of the trd file
Henrico initial version of the AIW file
Added Henrico track
3D crowd male variations:Added ingame 1st male variation: head + body.
Harrison/Memphis/Henrico - Update track TRD data for correct Long/Lat/Timezone/Race Dates/Rotation Offsets
Force rolling start at Henrico and set opponent limit to 42
Added new logos for UI
New BAC Mono export
New Loire export

Build 212 (14/5/12, Senior Manager)
Fixed build issues of the OneSock library on PC, PS3 and 360 platforms
Fixed UDP support build issue on 360 platform
Sakitto:New textures for Ferris Wheel asset
Ariel atom : fixed left hand on steeringwheel leaving too early from steering wheel while turning right
Kart02: placeholder livery replaced with new texture
Kart02: livery entries of #17,18,19 and 20 updated
F68 fixed steeringwheel lock
Stripping of legacy reverb and thining out crowds and tannoy placement
BAC MONO - Interior texture. Initial check in
Added new Northampton Hud map
Kar1,kart2: removed clutch settings from cdv as this is only 2 pedals operated vehicle.Repositioned feet on pedals
Added new Florence maps
 
have been briefly watching this, but don't have a PC any near good enough. would love to give this a go with a decent steering wheel set up

what are your current specs? you can get away with a surprisingly low end PC with CARS even though its in development with very little optimisations

minimum specs are:
CPU – 3.0GHz Dual-Core, 2.4GHz Quad-Core
GRAPHICS – nVidia 9600 GT 512Mb, ATI Radeon HD 4750 512Mb
MEMORY – 2Gb RAM (3Gb-4Gb recommended)
CONNECTION – Continuous Internet
 
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