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Flame CZE
S3 licensed
Moderator
In fact I've added a "police" config on my local version of EMKO, which has an extra light that can be toggled using the new D50 command /light extra on/off/toggle
Flame CZE
S3 licensed
Moderator
Quote from Gutholz :Maybe have some scribbled red marker or tape on the RPM gauge.
(As if someone had marked the best upshift point)

Good idea Big grin

Quote from Gutholz :]Also maybe have the trailer hitch only in the config with roof gear rack?
If I was to race this car, those two things would be my first changes. Tilt
(some applies for EMKO)

Sounds good, I will try to make use of all 8 possible configurations with the next update Smile
Flame CZE
S3 licensed
Moderator
In tri mode, when I try to select a triangle that is in a different subobject, it would be more helpful to show the custom name of the subobject instead of its type. For instance here it could say "triangle belongs to a subobject (dashboard)" because that's how I named it.

Flame CZE
S3 licensed
Moderator
When all possible lights are enabled in dashboard editor, the list gets too long so the sliders for "neutral" are hidden.
Flame CZE
S3 licensed
Moderator
Quote from Kanade :Sidelights is understandable, but here I always translated "feux de position" (vive le France) to "parking lights" instead of "sidelights" (the lights are on the front & rear, not side eh).

Personally I understand "parking lights" better.

It seems like "position lights" can be used too for sidelights.

https://en.wikipedia.org/wiki/Automotive_lighting#Front_position_lights

Quote from Wikipedia :Front position lights[23] (known as parking lights in North America[11] and front sidelights in the UK)

Flame CZE
S3 licensed
Moderator
Quote from Scawen :InSim:

License byte added to IS_NCI packet (after Language byte)
IS_PLH packet sets handicaps for individual players
TINY_PLH - request IS_PLH listing player handicaps

The new SMALL_LCL subtype for IS_SMALL is missing from the list of changes. [FIXED]

Also, all new commands should be added to docs/Commands.txt (including those from D48 and earlier).
Last edited by Scawen, .
Flame CZE
S3 licensed
Moderator
Quote from Scawen :- neutral light for bikes

Is it possible to make it available for all vehicles types, not only bikes? For instance, my RADIX P6 mod also has a neutral light on the dashboard.
Flame CZE
S3 licensed
Moderator
Quote from Vladimir_nose :Some cars have separate high and low beam headlight units, sometimes even different dimensions.
I think in the future we should do something like multi-material
Far/Near
Only distant
Only the neighbor
Dimensions only
Dimensions/Low/High (For example, in old cars with one round headlight)

I think some of the ways are already possible - see this post in the editor test patch thread:

https://www.lfs.net/forum/post/2066300#post2066300
Quote from Scawen :There are currently 4 main ways to set up headlights.

1) Model contains l_head only.
Result: Sidelights, dipped and full beam share the l_head mapping.

2) Model contains l_side and l_head.
Result: Sidelights use l_side. Dipped and full beam share l_head.

3) Model contains l_side, l_head and l_full.
Result: Sidelights use l_side. Dipped uses l_head. Full beam uses l_full.

4) Model contains l_head and l_full.
Result: Dipped uses l_head. Full beam uses l_full.
In this case there is an option: Sidelight can use l_head or l_full.

Flame CZE
S3 licensed
Moderator
I tested the IS_PLH packet and found a bug. There is no limit validation for the intake restriction value, so I could set more than 50 % - even more than 100 %. When set to exactly 100 %, the sound turns off and when I set it to more than 100, the sound gets quite loud and funny. Big grin

As for the added mass, when I set more than 200 kg via IS_PLH, it says e.g. "Handicaps : 255 kg / 0% restriction" but F11 says 200 kg.

Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
All possible dash lights should be done so far. I'll update the "sidelights" light once it's supported.


Flame CZE
S3 licensed
Moderator
Higher resolution dashboard texture, added indicator light and fuel warning light. The rest of the lights are placeholders for now.


Flame CZE
S3 licensed
Moderator
Could you add an optional dashboard symbol for sidelights?

Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Quote from Scawen :/light ind [off/left/right/all] - switch indicators/hazard lights

It would be useful to have toggle commands for indicators too, so they could be mapped e.g. to wheel paddles for road cars without having to use custom scripts.

Something like

/light ind left toggle
/light ind right toggle
/light ind all toggle

or analogous to the fog light command:

/light [rind/find/hazard] [on/off/toggle]

Flame CZE
S3 licensed
Moderator
Quote from Kova. :But you know what's really missing like the cherry on the top of the cake? The low fuel light :')

Low fuel light is also supported now in LFS Editor D50 Smile
Quote from Scawen :Dashboard:

Dashboard lights for fog lights and fuel warning are now available

Flame CZE
S3 licensed
Moderator
Mapped headlights and tail lights, added dashboard backing texture, working handbrake & battery lights, matched most specs according to real data (thanks to Kova. for sending me the data)

Last edited by Flame CZE, .
LEMON CULTE (Citroën C15)
Flame CZE
S3 licensed
Moderator
Flame CZE
S3 licensed
Moderator
Yes, as long as someone stays connected to the server.
Flame CZE
S3 licensed
Moderator
You can email the developers with details about your payment https://www.lfs.net/mailus
Flame CZE
S3 licensed
Moderator
Quote from CoYoTeK :4 days later

You could say that the entire model was reworked - it turned out that LFS does not digest more than 32k vertexes. Damn. However, I think the result was worth the time.

Now it would be time to learn how to port this to LFS, right?

You can import half of the car and mirror it in LFS editor - that's how you can get up to 65k vertices & triangles.
Flame CZE
S3 licensed
Moderator
Flame CZE
S3 licensed
Moderator
There is InputSteer value available in radians.

From OutSimPack.txt:

struct OutSimInputs
{
float Throttle; // 0 to 1
float Brake; // 0 to 1
float InputSteer; // radians
float Clutch; // 0 to 1
float Handbrake; // 0 to 1
};

You can receive it, your "OutSim Opts" value must include OSO_INPUTS bit (16) in hexadecimal.
Flame CZE
S3 licensed
Moderator
Quote from racer35 :Hi Scawen, nothing to report, but attached is a replay of a moto3 inspired bike I have been developing. The new steering model has made riding much more enjoyable! You can see in the replay that the rider leans with the bike, but the animation gets wrecked when hitting a curb. Loving it anyway! Thanks.

In order for the replay to work for everyone, you need to include the your mod files from the mods/vehicles/[mod name] folder.
Flame CZE
S3 licensed
Moderator
Make sure you're using the latest LFS version 0.7D. If you aren't, you can automatically update when you go to Multiplayer -> Show lisst of hosts - it should show an update screen. AI support for mods was introduced in 0.7B.
Flame CZE
S3 licensed
Moderator
What are your PC specs?
What LFS version did you use when you ran it at 60 FPS?
Maybe it’s using your integrated GPU instead of a dedicated one?
FGED GREDG RDFGDR GSFDG