The online racing simulator
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Flame CZE
S3 licensed
Moderator
InSim.NET is a good InSim library for C#: https://github.com/alexmcbride/insimdotnet
Node.js - React Node InSim - React renderer for InSim buttons
Flame CZE
S3 licensed
Moderator

🚧 This project is still under development. Any API may change as needed. Bugs and incomplete features are to be expected.

React Node InSim

Introducing React Node InSim, A React renderer for InSim buttons, based on Node.js with TypeScript support. It also provides layout components for easier button positioning, hooks for handling incoming InSim packets and tracking server connections & players.

Installation

npm install react@18 node-insim react-node-insim

or if you use Yarn:

yarn add react@18 node-insim react-node-insim

Basic Usage

To connect to an LFS server from your Node.js application, enter its hostname, a port and a short name for your application into the createRoot function, which will create a React root for you. Then you call root.render() just like you would with React DOM.

Quote from Basic usage: github.com/simbroadcasts/react-node-insim :
import { InSimFlags } from 'node-insim/packets';
import { Button, createRoot } from 'react-node-insim';

const root = createRoot({
name: 'React InSim',
host: '127.0.0.1',
port: 29999,
flags: InSimFlags.ISF_LOCAL,
});

root.render(
<Button top={100} left={80} width={30} height={10}>
Hello InSim!
</Button>,
);


Minimal working example app

A Node.js app written in TypeScript, which displays a single button on local LFS.

https://github.com/mkapal/react-node-insim-example

Components showcase

Button


Stack


Flex


Grid


Toggle button


Toggle button group


Text box


HooksTo learn more, including how to use the InSim button components or InSim hooks, check out the React Node InSim repository on GitHub.

GitHub | NPM | React Node InSim - An open-source project by Sim Broadcasts
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
99/Flame CZE/Martin Kapal/CZE/SAVAGE SimSports
Flame CZE
S3 licensed
Moderator
The car class is set to "saloon car", I think it should be "truck".
Flame CZE
S3 licensed
Moderator
Thanks for creating the work in progress thread. Can you please upload the images as attachments to your first post? If you use a 3rd party image hosting service, it can be deleted or go down at some point in the future.
Flame CZE
S3 licensed
Moderator
The maximum number of connections should be updated from 48 to 79 on the license selection page: https://www.lfs.net/shop/licenseselect
Flame CZE
S3 licensed
Moderator
When I first opened this thread, you were demo licensed, now it says S3 licensed, so you should be able to unlock your LFS now.
Flame CZE
S3 licensed
Moderator
What did you try to run it?

I've simplified the example apps now - you can check them out in the examples folder. They're also listed in the README. The simplest example is "InSim connection".

You can also use one of these standalone demo applications I've prepared:
- JavaScript: https://github.com/mkapal/node-insim-demo
- TypeScript: https://github.com/mkapal/node-insim-demo-typescript

You can clone the repository and run it on your computer. You need Node.js to run it.
Flame CZE
S3 licensed
Moderator
…and there you can choose to automatically delete old versions of mods.
Flame CZE
S3 licensed
Moderator
oh my goodness me
Flame CZE
S3 licensed
Moderator
Quote from Artis89 :I have a dumb question - how does favorites work for mods? I cannot find how to favorite a mod for easy selection next time. How can I favorite mods? Thanks

In the in-game mod browser, click the star icon in the top right corner of the mod thumbnail.
Flame CZE
S3 licensed
Moderator
Is there a link to the editor 0.7C to 0.7E patch somewhere?
Flame CZE
S3 licensed
Moderator
Ah I see the bug on XRG and XRT now. Well, at least you spotted it before the official release, that's good.
Flame CZE
S3 licensed
Moderator
I'm sorry for posting a small feature request. The front fog lights on XFG could be mapped as "l_ffog" so they can be turned on/off. It would be good for showcasing the new fog light option. RB4 already has the correct mapping set.

It's OK if it doesn't make it in 0.7E but it would be a nice thing to have on an original LFS car.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Could you create proper LOD2 / LOD3 and add skin support please?
Flame CZE
S3 licensed
Moderator
EMKO updated! Smile

Dashboard:

Fuel warning light
Low beam light
Rear fog light
Engine damage light

New configurations:

DEFAULT: no extra accessories
RCK+FOG+TOW: roof rack, rear fog light, tow hitch
RACK+LOUVRE: roof rack, rear fog light, tow hitch, rear window louvres
LOUVRES: rear window louvres
LOUVRES+FOG: rear fog light, rear window louvres
ALL: roof rack, rear fog light, tow hitch, rear window louvres, vinyl roof
POLICE: extra blue light beacon on the roof
POLICE+FOG: extra blue light beacon on the roof, rear fog light

Exterior:

Customizable secondary color (hood, trunk, doors)
Rear fog light swaps with driver side
Updated rims
FIX: Reduced see-through gaps between front grille, fender and hood
FIX: Reduced gaps from inside between doors

Interior:

EMKO badge on steering wheel



Flame CZE
S3 licensed
Moderator
Another reason could be that the tyre model can't withstand the speeds and forces of a stock car on the oval. For instance, my STOCK CAR 03 mod is replicating a NASCAR from 2003 and the tyres overheat too quickly to be raced at full speed around Kyoto Oval. Maybe the setup can be tweaked but I haven't managed to improve it much.
Flame CZE
S3 licensed
Moderator
You can read all the progress reports in the News section. Here's the last one: https://www.lfs.net/report-may2021-so If you scroll down, you will find links to other progress reports there.

There's also the 20th Anniversary report with previews of new tracks and 1000Hz physics.
Flame CZE
S3 licensed
Moderator
Quote from LucKv :Hey, I'm wondering if some more filters for mod list could be added? Something like AWD/FWD/RWD, power and weight maybe?

Maybe you missed this big red text:
Quote from Scawen :PLEASE... NO OFF TOPIC FEATURE REQUESTS!

Please post your suggestions in the appropriate threads if they're not related to the test patch.

Here's a guide which thread to use for mod system suggestions: https://www.lfs.net/forum/thread/103305-Which-thread-to-use-for-your-suggestion%3F
Flame CZE
S3 licensed
Moderator
I just noticed that the top points were not fused Face -> palm. After I've merged them, it works well now. Sorry for a false report Shy

One thing that came up my mind regarding non-fused overlapping points - the only way to detect such points now is to drag a selection rectangle around these two points and check if 2 or more points are selected, or to move one of the points around. Could there be a visual hint that there multiple points at the exact same coordinates? Those points could be shown e.g. as orange blobs instead of white, perhaps with a function to automatically select all points with the same coordinates.
Flame CZE
S3 licensed
Moderator
Yes, it's because the caster is -1.79 which is wrong. It should be a positive value.
Flame CZE
S3 licensed
Moderator
Now that we can test the car lights live in the editor, could the dashboard be in sync with those switches just like light mappings? Right now all dashboard lights are on by default.
Flame CZE
S3 licensed
Moderator
Quote from Scawen :I sometimes want to select a whole separate part that is not actually a subobject (though it might be a temporarily merged subobject).

Sometimes I select a few triangles then keep pressing S to select the whole thing. Would it be good to have a flood select by a single click to select the whole object?

I hope everyone knows about the CTRL+SHIFT+click flood select, but that one only goes as far as the boundary of the similar surfaces, depending on which view mode you are in (group / mapping, etc).

I would like one that selects all connected triangles in one go. I have written down here ALT+RMB (click on triangle) as a possible way to do this. Would that be suitable or is there any clash or a better choice available, or something used in other known software?

Yes, please! I'd use this quite often.

I also sometimes want to select a part of an object with the same mapping, regardless of the smoothing groups used. In the mappings mode, it seems to be working only sometimes and I don't know why.

Let's say I want to select this piece which is part of the main object but is separated. You can see that it has one mapping but two different smoothing groups. When I flood select using CTRL+SHIFT+click in "mappings" mode, I'd expect it to select the whole thing, but it respects the smoothing groups so only part of it gets selected.

Similar situation with a clock object which is a subobject - there flood selecting will select all triangles of the same mapping, even though they belong to different groups.
Last edited by Flame CZE, .
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