The online racing simulator
Searching in All forums
(358 results)
Flame CZE
S3 licensed
Moderator
Can you be more specific? What happens when you try to install it and open the file?
Flame CZE
S3 licensed
Moderator
Does the API support the more recently added classes of "bus" and "prototype"?
Flame CZE
S3 licensed
Moderator
First you need to allow slick tyres on the car. This can be done in the vehicle editor Allow tab.
Flame CZE
S3 licensed
Moderator
Quote from Pukyy :Is there any chance of an English version? Tongue cool video btw

Did you even read his post? Big grin He wrote he's working on an English dub.
Flame CZE
S3 licensed
Moderator
Quote from Bokujishin :the important part here is that the timing itself is consistent for a single car, whether you measure at the front, middle or back of the car, and only the finish gets impacted by the different locations).

Well "only" the finish is quite important for close finishes. It would be unfair if a car would lose a race just because its virtual transponder was placed further back than for the others Uhmm
Flame CZE
S3 licensed
Moderator
Work in progress threads are not meant for posting authorization, they are for tracking your progress on a mod. Use the "private agreement field" to summarize the agreement or post the whole agreement there. For completeness, you can attach those screenshots in the public mod review thread too but it's not required.
Flame CZE
S3 licensed
Moderator
Quote from LiveForSpeed4123 :What about pic files?????

Just download and install a fresh instance of LFS and copy them from there.
Flame CZE
S3 licensed
Moderator
Quote from kristofferandersen :Great tool. I see you added all the commands manually to data/commands.ts. It would be most ideal to automatically grab these commands from LFS Manual. That way, you could save yourself some time in the future with that manual labour.

On LFS Manual they are actually seperated by host commands and local commands (and insim related commands) so this is absolutely possible with webscraping the commands page.

But yeah, great work on this anyways.

I totally agree, it would be more maintainable to have just a single source of truth so this seems like a logical next step. Maybe when I'm bored again... Big grin Or since it's open source, anyone can try implementing it.
Flame CZE
S3 licensed
Moderator
It was actually his friend littl3jinx, not sure what his LFS name is either
Early development screenshots
Flame CZE
S3 licensed
Moderator
Quote from El_TaxMaN :http://static.4players.de/premium/Screenshots/56/d7/112431-vollbild.jpg

http://static.4players.de/premium/Screenshots/d3/08/112433-vollbild.jpg

More screenshots.... http://www.4players.de/renders ... ;world=lfs&setid=4205 Thumbs up

I hope you forgive me bumping this ancient thread - I was able to resurrect all of the remaining screenshots through Wayback Machine and I've attached them here.

For me it was the first time I'd seen most of them. Some of the corners remind me of Monaco Smile
LFS commands website
Flame CZE
S3 licensed
Moderator
I've created a simple website which allows you to interactively search through all available commands in LFS and see their parameters. This should also be helpful when you know what you want to achieve but can't remember the right command.



The website is open source, so if you find an issue or have an idea for improvement, feel free to contribute: https://github.com/mkapal/lfs-commands
Flame CZE
S3 licensed
Moderator
Duplicate thread, closing.
Flame CZE
S3 licensed
Moderator
This is not general LFS discussion. Authorization for vehicle model usage should be filled in the vehicle mod submission form in the "private agreement" field.
v0.1.0 and testing
Flame CZE
S3 licensed
Moderator
Version v0.1.0 released with the following changes:

Breaking change: Pass InSim instance as an argument in createRoot

In order to have node-insim truly decoupled, I've decided to change the createRoot API so it accepts the InSim instance as an argument. This is what the connection looks like now:

const inSim = new InSim();

inSim.connect({
IName: 'React InSim',
ReqI: 1,
Host: '127.0.0.1',
Port: 29999,
Flags: InSimFlags.ISF_LOCAL,
});

const root = createRoot(inSim);

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

The only requirement for the InSim connection options is the ReqI being a non-zero value, otherwise react-node-insim will throw an error. The ReqI is needed to wait for a successful connection to LFS.

As a result of this change, createRoot no longer returns the InSim instance since it's no longer created inside.

Unit tests

To have some confidence that React Node InSim will send the correct IS_BTN packets given a React component tree, I've started writing unit tests. You can see some simple tests for <Button> in tests/button.test.ts. The tests intercept TCP connections and check if the correct packets are received at a given host/port.

There are still many more test cases to cover. I would like to continue writing them in the future.

Misc

Fix: Only trigger onType and onClick event if ClickID and UCID matches
Add a CI pipeline
Exclude host from connection scope
Allow null and ToggleButton elements inside Flex component
Allow ToggleButton in Stack
Flame CZE
S3 licensed
Moderator
Turn on the lights maybe
Flame CZE
S3 licensed
Moderator
There is a sticky thread in the Technical assistance subforum because many people don't seem to understand the concept of unlocks. Please read it.

Unlocks for this week all used - what to do?
Flame CZE
S3 licensed
Moderator
For the MHR yes, for the Nutter rank it counts all combos.
Unlocks for this week all used - what to do?
Flame CZE
S3 licensed
Moderator
Problem: You tried to unlock your LFS and got a message "Unlocks for this week all used".

Quick answer:

You will automatically get a new unlock on Friday morning.

Longer answer:

People can sometimes be confused about unlocks because it doesn't work the same way as other software they have used. Please be assured that your license is for life and you don't actually run out of unlocks. But there is a limit to how often you can unlock. This is to prevent license sharing, either deliberate or by mistake. We have to protect LFS so that only people who bought a license have access to the licensed content.

Normally you only need to unlock LFS once and that unlock can last a long time (sometimes years). There is no need for frequent unlocks. But you may get a new computer or install a new copy of LFS so of course we allow more than a single unlock.

How does it work?

Initially (with a new license, or after a major update is released) you have 3 unlocks. So, for example, you can unlock 2 copies of LFS and still have 1 spare unlock remaining. Then every Friday morning, if you have less than 2 unlocks remaining, 1 new unlock will be added (up to a maximum of 2 remaining unlocks).

NOTE: You should leave your copy of LFS unlocked. Don't lock it each time you exit from LFS, or you will run out of available unlocks very quickly and you will have to wait until Friday to unlock again.
Flame CZE
S3 licensed
Moderator
I don't understand how removing all mods from the mods folder would make the game faster. I'd expect it to be slower as the mods need to be downloaded again Uhmm
Flame CZE
S3 licensed
Moderator
Ctrl + M is "clip mouse to screen". To hide the cursor, press Shift + Z.

https://en.lfsmanual.net/wiki/Keys
Flame CZE
S3 licensed
Moderator
Which cars did you have selected when you pressed "enforce cars"?
Flame CZE
S3 licensed
Moderator
Do you unlock your LFS account in-game every time you want to play? That is not necessary, it should be enough to unlock it just once on your computer.
Flame CZE
S3 licensed
Moderator
You can use the same ReqI for multiple buttons (React Node InSim always uses 1 too), but each button must have a unique ClickID (0-239).
Flame CZE
S3 licensed
Moderator
You can view the source code of the TextBox component: https://github.com/simbroadcasts/react-node-insim/blob/main/src/lib/components/ui/TextBox.tsx

I think the logic and button structure could be rewritten into C# - it's a bunch of InSim buttons carefully placed together with some logic handling the scroll position and text splitting into multiple lines, but the part about displaying and updating the buttons needs to be handled differently since C# doesn't have a renderer like I have in React Node InSim.
Flame CZE
S3 licensed
Moderator
I'm sorry but why do people tend to switch to DM all the time after asking a question? The point of this being in a public forum is that anyone can contribute and help you out. You can just continue in this thread.
FGED GREDG RDFGDR GSFDG