you forgot about dynamic shadows and more elements of lighting combined into total image...
Actually I would in place of Scawen use simple answer: "yes, FPS will go down a lot" ... if I'm wrong, people will be happy that it is optimized well. If I'm right, they will hear it soon... Can't lose. (except there will be some moaning of people who didn't buy new computer in last 5 years, but there's no alternative any way, either the LFS is still in development and progressing toward being best simulator possible (and then it needs some HW power and it will surely not scale down over years, actually a high quality simulation will very likely eventually need higher frequency physics which will be another big step in HW consumption), or it's a toy game for low-spec PCs and then Scawen can quit his effort...
it is like when you get the interior going to green when you touch a green area of the road, or the arm of the driver going through the window/roof of the LX6 ... : maybe not related to track graphics but cars ... I admit I do not know ...
A bit off topic, while I see the Aston subject raised, I was dreaming of a new corner for Aston Grand Touring (in aim to differentiate its layout a bit more than the GP one) : it would be to use the part of the last corner of Club as per the attachment ...
NB : the trucks parked in Blackwood are very sexy, I wonder if we will them move one day arond the tracks
For the gear/rpm to use, on a track with long straights (car reaching almost its top speed) I am for using max power delivered by the engine at the end of the straights.
In this particular configuration (mini oval), top speed is not so interesting, so I was looking at a good compromise beetween maximum power when cornering to be able to maintain the wished speed, and no gear change (if you upshift and downshift once per straight/corner, this means 4 changes per lap, so 300 gear changes during the race to compare to ... none => none is better
And simply by speaking about data, corners are taken at 170kmph, and top speed is less than 190kmph ... so accelerations are only for 20kmph, the few hp difference by being a bit high rpm at the end is not really a problem.
I'm currently working on a new way to store and load user data using .txt files since the current method of storing and loading data in LFSLapper is inefficient and slow.
Here's a small snippet from my source so you can understand what I've done exactly.
<?php IF ($userName != "") THEN $userDataName = $userName."_database"; $dataDirectory = "C:\LFS\Server\Insim\bin\default\Databases"; IF (FileExist($dataDirectory,$userDataName,".txt") == 0) THEN
#Create new database file. CreateFile($userDataName,$dataDirectory,0);
#Add $userName's data in the database file. PrivMsg($userName,"creating a new database for ".$userName."...");
#Read the database and set the necessary variables. PrivMsg($userName,"^7Reading..."); $LinesofFile = ReadFile($userDataName,$dataDirectory,".txt"); $NrOfLines = ToNum($LinesofFile["NumberOfLines"]); FOR ($i = 0; $i <= $NrOfLines-1 ; $i = $i + 1) $Line = $LinesofFile[$i,"Line"]; $splitData = SplitToArray($Line,":"); SetPlayerVar($userName,$splitData[0],$splitData[1]); PrivMsg($userName,$splitData[0]."...Loaded!"); ENDFOR PrivMsg($userName,"^7Finished reading!"); ELSE #If database file exists, read it and set the necessary variables. PrivMsg($userName,"^7Loading user data..."); $LinesofFile = ReadFile($userDataName,$dataDirectory,".txt"); $NrOfLines = ToNum($LinesofFile["NumberOfLines"]); FOR ( $i = 0; $i <= $NrOfLines-1 ; $i = $i + 1) $Line = $LinesofFile[$i,"Line"]; $splitData = SplitToArray($Line,":"); SetPlayerVar($userName,$splitData[0],$splitData[1]); PrivMsg($splitData[0]."...Loaded"); ENDFOR PrivMsg($userName,"^7Successfully loaded all databases!"); ENDIF ENDIF ?>
Now what I'm wondering is, when I create a new script or a new feature for the insim, I have to create a new variable to manipulate the feature I'm trying to work with, right?
So, I'm wondering how can I make my script detect missing variable in the .txt file and add it to the .txt file so it can correctly store all variables and load them correctly.
300km is already quite huge, with very different environments. (a note when there is the sequence with Palm trees at https://www.youtube.com/watch?v=Ck_kWIiyKy0#t=16s the Porsche is looking awsome but the trees, road, ... let's say the general environment is not looking that good ... that is a subjective point of view)
I guess it is not simulation related, but anyway it looks like very sweet !
U know many of players use mods .. I mean mostly CARS now.
But its really hard to make model for such easy system of model in LFS.
Car like model is nothing more than "BOX" (3D model) on wheels. It has movable steering wheel and
working gauges. Thats all if I am right.
My question this way is if Developer have thinking about something like official program for making mods. It will for sure make more people pay for LFS this way.
Also system to mod and import maps will be great ! Imagine mods that used for example Assetto Corsa or BeamNG in LFS ... it would be perfect !
I missed different maps like Japan touges in game or some short rally tracks
Since the subject arose ... ... is there still a way to add 32 cars?
I read in the forum that could be done before, but I never got it.
...I play only in 1 player mode ...
3: New LapperFunction: DirectoryExist(); $Source = "C:\Users\Danny\Desktop"; $Name = "TestDir"; IF (DirectoryExist($Source,$Name) == 1) THEN privmsg("Directory Exist!"); ELSE privmsg("Directory does not Exist!"); ENDIF
#New Math Functions: 4: New lapperfunction: Cos(); #Calculate Cos 5: New lapperfunction: Sin(); 6: New lapperfunction: Tan(); #Examples: $cos = Cos(66); $sin = Sin(66);
7: New debugoptions in LFSLapper.LPR # Will be displayed in you lapper console. -$DisplayGetPlayerVar = 0; #Display GetPlayerVars -$DisplaySetPlayerVar = 0; #Display SetPlayerVars -$DisplayLapperVar = 0; #Display LapperVars -$DisplayLapperFunction = 0; #Display LapperFunctions
8: New LapperFunction: GetLytSelection(); # Request info about objects selected in layout editor - response is seen in OnObjectInfo event with $Action 5
9: New LapperFunction: SetLytSelection(); #Place objects to clipboard or select them. CASE "!setsel": # X:Y:Z:Flag:Index:Heading,X:Y:Z:Flag:Index:Heading,... $obj_L = "-244.25:-1282.62:17:1:178:0,-244.25:-1282:16.75:229:178:0"; $obj_A = "-244.25:-1281.88:16.5:33:178:-180,-244.25:-1281.56:17:9:178:0,-244.25:-1281.25:16.5:33:178:0"; $obj_PP = "-244.25:-1280.12:16.5:1:178:0,-244.25:-1279.88:17:25:178:0,-244.25:-1280.69:17:25:178:0,-244.25:-1280.94:16.5:1:178:0"; $obj_E = "-244.25:-1279.19:16.75:1:178:0,-244.25:-1278.69:17:225:178:0,-244.25:-1278.62:16.5:225:178:0,-244.25:-1278.69:17.5:245:178:0"; $obj_R = "-244.25:-1278.44:16.5:1:178:0,-244.25:-1278.19:17:25:178:-180,-244.25:-1277.88:16.5:65:178:0";
$objects = $obj_L.",".$obj_A.",".$obj_PP.",".$obj_E.",".$obj_R; $PMOFlag = 0; # PMOFlag 0 -> clipboard selection, PMOFlag 4 -> select placed objects SetLytSelection($PMOFlag,$objects); BREAK; ================================================= Changed: ================================================= 1: GetListOfLayout(); will display all the layouts instead of only the layouts of the current track 2: Soundoption for globalmsg(); / privmsg(); NOTE: is compatible with older scripts.
-Possible options for globalmsg() : globalmsg("BLAHBLAH"); globalmsg("BLAHBLAH",0); -Possible options for privmsg() : privmsg("BLAHBLAH"); privmsg("BLAHBLAH",0); privmsg($userName,"BLAHBLAH"); privmsg($userName,"BLAHBLAH",0);
3: X and Y playervars now returns Floating values: -123.45 instead of rounded -123 4: JoinRequest(); allows now floating X and Y values. See the line above. 5: RegisterZoneAction() allows floating X and Y values. 6: Event OnObjectInfo() New way for displaying Object info. See Code Example in LFSLapper.LPR
================================================= Fixed: ================================================= 1: Lappercrash when a non existing folder is added in addonused.lpr Include(). 2: Path of several script in addonsused.lpr were wrong. 3: PlayerVars couldnt be used in OnDisconnect Player event. 4: Japanese Charbug 5: HTTP(); A Host or other invalid player couldnt send a webrequest. 6: Connectioninfo(); Must to execute this function twice after reloading lapper to set the playervars ( language,IP) 7: Lappercrash when a $var is placed outside a sub or (Catch)event 8: NON-admins couldnt add/remove objects since the last LFS Version 9: Typo in hardcoded objectslist. 10: Event OnObjectInfo didnt displayed floating values. 11: AddObject()/RemoveObject() doesnt work when input values have 1 digit behind the comma. (XX,5 instead of XX,50) 12: GetLapperVar("RaceTime") could increase CPU usage when use it in a loop. ================================================= Removed: ================================================= 1: AFK/IDLE Timer playervar ( randomly stopped working)
If you do not like the default camera settings then why do you not change the settings?
If you have problems to figure out the options then just ASK, instead of wording it like a "review"...
Of course it would be awsome, but doing trailers and other media stuffs are time consumming ... so it is more difficult for the few people doing LFS to do these ...
haha getting me so amped up for this , I LOVE IT and thank for your interests really means a lot ...
I will definitely make Those changes Requested
and I was thinking of making the event a month later then the date i put on,hope its not going to discourage Racers,Just want it perfect and so that its an event never to be forgotten.
You can find my vJoy basic script on AC forum and elsewhere but most of the time anything related to AC hates everyone that creates something for AC that is too much for common people's brain, such as programming anything, modding, etc. always thinking it's cheating and so they delete it.
With AC making mods and being on AC forum = ban for almost everyone I know that does mods, because Kunos hates modders literally, making insults in PMs as seen here in this thread reported before but also even in public threads, then going and deleting any evidence, no reasons given for forum bans, nothing, they simply kill the modding community when ever they can. Most of the issues I've seen reported for AC by others and me... yeah guess what... first they deny it so that they please their sheeple followers, then next month they start silently rolling out patches to fix the bugs LOL.
The only thing that keeps AC alive is modding as it still lacks even basic features LFS has had for ages now, such as a sensible launcher+game executables, spectating, driver swapping, online web statistics, ...
Yet, Kunos tries it's best to kill modding for AC when they can.
In the PIE, FreePIE, vJoy, PPjoy thread on AC forum you should find my explanation of all the rubbish Kunos did when it comes to native mouse and keys support implemented in AC, it's freakin' unusable thanks to their enforced helpers that you cannot disable anywhere in any GUI or file, it's hardcoded in the executables for mouse+keys input, I also suspect some or similar helpers are hardcoded for xbox/gamepad input, hence why I call AC an Arcade Corsa often because LFS didn't have any of these rubbish helpers enforced, they could be disabled/enabled as desired and able to be detected by servers to kick anyone trying to use them even.
You have to use an external mouse + keys implementation if you want to have any decent driving with mouse and keys in AC, define it as normal wheel+pedals+H-shifter in AC so that all the crappy enforced helpers get disabled, they even force some on if you don't define clutch or H-shifter, you literally have to define it all to get rid of them. I even have handbrake defined as an axis not a button just to be sure there is not some crappy helper hidden. Because once you're doing all the work to get working right you might as well do it all.
Kunos didn't want to remove or allow these hidden helpers to be toggled on/off by users and AC forum fanatics only get royally pissed off when someone shows them the bugs and issues in their favorite Arcade.
There is also probably in this very thread or elsewhere on LFS forum a script from, I believe, Skagen that you can also use as a starting point. Yeah Skagen, here is the file name if you want to search for it: Skagen_LFSv2.py It's also for FreePIE as mine and I used these existing old scripts often made for rF as a learning point to see what I need to define for FreePIE to work.
Best advice I can give to anyone about AC: If you have anything to say about AC that isn't fanatical positive mindless praise, then avoid AC forum as all that will happen is eventually one of the developers or mods will ban you and yes their fanatics and developers also monitor other popular websites related to AC such as RaceDepartment, so beware even elsewhere what you write that could somehow trip off their fanatics.
As much as I like AC for it's modding and some positive differences from LFS, the lack of features, developers/money-grabbing/am-gonna-ban-ya-all-just-because-I-can/god-syndrome and poor community is it's biggest weakness.
You know I haven't spared LFS my criticism either over the years on it's multiple forums, yet never had any issues with the devs or community. AC it's different in that regard.
I'm not too optimistic about ACC, I think it's a money grab so they can keep the machine churning. Which I understand but then why not make something worthwhile. So far it looks as a no modding GT3 only copied AC reskinned with UE graphics and probably an online server ranking, no custom servers I think. Aka $racing made in Italy.
After reading about dampers and studying damper dyno sheets, and years of playing LFS, I realize where the XRT (and others) has/have let me down. The dampers are too soft to dampen driver inputs, or too stiff to absorb bumps. A well-tuned damper curve gives good damping at low shaft velocities, typically caused by driver inputs or gradual inclination changes. The curve tapers to a much shallower increase of n/s/mm, usually around 10 to 30 mm/s, giving stiffness equivalent to a much lower setting on a linear damper during for high shaft velocites, which are seen when running over curbs, abrupt surface inperfections, etc.
Offroaders are familiar with them as bypass dampers (in extreme applications, multi-bypass;position-dependent, staged circuits). They are common in mountain bike dampers, seen with dual compression adjustments. This is not a gimmick; I have a Manitou Mattoc fork with an adjustable bypass on top of the compression knob. To say the difference over the Rockshox forks I've had before is night-and-day would be an understatement.
...
Scawen? Are LFS dampers linear?
Do I need to buy LFS again with a less abrasive name for anyone to take me seriously?
Could not connect to skin server. Your skin has not been uploaded. Wut?
Аfter changing the name because I think it's too long, I still can not upload the skin.
"XRT_greenbluec.jpg - uploading ..." and nothing happen.
There's a complaint. This update is constantly coming into the loop and it continues as if there is not always the same change or addition.
1.Map insertion feature may come up. I do not speak as a layout.
2.New blank car slots can be added.
3.Servers can be played by adding their own special vehicles, adjusting the power of the engine etc. and sharing them with the users in separate packages.
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We are in the timeframe ! let the speculation begins !!! Will we have some images of a new track () or updated old tracks ? (I would feel painful for Eric if he had to update manually hundreds of objects on 'old' tracks ... not that I think he would have 'Westhilled' the 4 remaining tracks anyway) or if we can see some Blackwood updates (there some crazy straights not available directly in the open config mode) ...
hi , i am glad of the new editor functions TY ! but the page-up/page-down for height is odd , before i didint need to leave the mouse to go push those bottons , the height was good in the right menu along with the pitch and positions x-y ... also glowing outline on parts make it difficult for placement , pressing shift every time is kind of annoying , maybe just make the part glow but not underground or behind unselected object ?
control shift to see the object , move it and rotate it dosent really work when you only want to replace its position , why cant we always see and move the selected object weather we paste new one or changing its position just like before ?