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Flame CZE
S3 licensed
Moderator
It was done this way to prevent people from creating illegal cracked servers using the latest versions.
Flame CZE
S3 licensed
Moderator
I don't think demo players have any free skin slots to start with, they need to buy them.
Flame CZE
S3 licensed
Moderator
Can you explain in more detail what you mean by that?
Flame CZE
S3 licensed
Moderator
Not sure what the point of this thread is, there's no in progress stuff
Flame CZE
S3 licensed
Moderator
InSim and OutSim are different protocols. OutSim packets will only be sent to the currently viewed car from cockpit view.

To set up OutSim, edit these lines in cfg.txt:

OutSim Mode 0 :0-off 1-driving 2-driving+replay
OutSim Delay 1 :minimum delay between packets (100ths of a sec)
OutSim IP 0.0.0.0 :IP address to send the UDP packet (127.0.0.1 for local host)
OutSim Port 0 :IP port
OutSim ID 0 :if not zero, adds an identifier to the packet
OutSim Opts 0 : a hexadecimal number to send various OutSim data - see docs/OutSimPack.txt

Then the library you're using must support receiving OutSim data from a given port.
Flame CZE
S3 licensed
Moderator
Shame the indicator sounds are not in sync with the visuals, that would drive me crazy Big grin
Flame CZE
S3 licensed
Moderator
No longer welcome means they are banned from the forum, not LFS multiplayer.
Flame CZE
S3 licensed
Moderator
Maybe I'm wrong but that 1 second debounce time seems to be there to prevent exploits by creating scripts which would automatically adjust the brake balance in real time or very quickly based on the brake input, effectively giving an advantage over those who don't use it. Similarly, a clever program could analyze live OutSim data and adjust the them to counteract oversteer or understeer mid-corner.
Flame CZE
S3 licensed
Moderator
You could use the "Touching" property too and measure the time when none of the wheels are touching the ground.
Flame CZE
S3 licensed
Moderator
Quoting stuchlo's mod description:

Quote :To be more versatile for LFS players, all tire compounds are allowed for personal setups, however, slicks should be used only in a combination with stiffened and lowered setups to prevent rolling the car.

Flame CZE
S3 licensed
Moderator
You can post the comment in the mod comment thread https://www.lfs.net/forum/thread/110869
Flame CZE
S3 licensed
Moderator
Quote from Drifteris :i noticed street lamps don't cast dynamic shadows inside the car (like sun does), is that for performance or will there be an option to have it?

This makes me wonder how the car's headlights will behave in this regard. For example, if they shine at a wall, will the light be visible on the ground behind the wall as well? I assume it will be like that based on Scawen's answer to Drifteris.

Of course, it's totally fine if it's not so advanced in the upcoming update - it's still gonna be way better than what we have now Big grin
Last edited by Flame CZE, .
What does /out X do?
Flame CZE
S3 licensed
Moderator
There's this command listed in Commands.txt:
Quote :/out X :only seen by external programs

What does it actually do? Is it the same as /o mentioned in the InSim docs?

InSim.txt:
Quote :// NOTE: Typing "/o MESSAGE" into LFS will send an IS_MSO with UserType = MSO_O

Flame CZE
S3 licensed
Moderator
You're right, making use of the existing open config areas would be nice as well. There's one issue though - they are designed for left side driving only, so in order to support right side driving too, the road markings and signs would need to be updated in the layout.

I've already got a simple traffic light system in place so I can put them into the layout.

I think I'll start with a single player local InSim app for now and maybe extend it to multiplayer later.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
I've been thinking about a similar idea: Car driving lessons on a multiplayer server (WIP)

I think having a local offline version of this would work as well.
Flame CZE
S3 licensed
Moderator
It seems like the LCD brightness got fixed too? Uhmm

Maybe it's because at night, the inside of the tunnel is brighter than outside, whereas it's the other way round during the day?

Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
I wonder how it would look with a slower rate of adjustment. Now it seems a bit too quick especially around 0:03-0:04 during the transition into the shadow before the tunnel where it changes in just like 10 frames or so. I know it's never going to be a perfect representation of human vision in SDR mode anyway, but I feel like the changes in exposure could be a bit smoother/longer.
Flame CZE
S3 licensed
Moderator
Flame CZE
S3 licensed
Moderator
Quote from Flotch :NB : I like the mention of "At Fern Bay, the old version" ... agree, the 2.0 track will be the one to rule rule them all Smile

I'm sure he meant the old version of the exposure adjustment, not the track Ya right
Flame CZE
S3 licensed
Moderator
Nice! It would be interesting to watch the same FBM tunnel drive-through video with this new metering for comparison.
Flame CZE
S3 licensed
Moderator
S1/S2/S3 is just about the cars & tracks nowadays, while the physics, graphics etc. are unrelated to that. Vehicle mods was a bigger thing introduced in 2021. I think the upcoming graphics update could be something "big" that you describe (dynamic day/night cycle, better graphics, overhauled tracks, 1000Hz physics etc.).
Flame CZE
S3 licensed
Moderator
Scawen, would it be possible for LFS to somehow detect if it's really multiple monitors or just a single ultrawide monitor to avoid these cases?
Flame CZE
S3 licensed
Moderator
In Options - View - look for Multiple screen layout. There you probably have 1 left screen set. Click that 1 and change it to 0.

Edit: Damn, Scawen beat me Big grin
Flame CZE
S3 licensed
Moderator
Rain has been suggested many times before:

Quote from Hyperactive :
Popular, already many times suggested features:
+ Dynamic weather
+ Rain and wet track
+ Night racing
+ touge/mountain track(s)
- drifting tracks

https://www.lfs.net/forum/thread/2626-Suggested-improvements-log-%5BREAD-before-making-a-new-thread%5D
Flame CZE
S3 licensed
Moderator
Quote from subUwU :Wow!!! incredible work, thank you developers Thumbs up

on a side note, can you tell us a rough estimate of the area that the new maps will cover? or how much of it will be drivable?

Thanks Big grin

Here are comparisons of top down views of the updated tracks from 2024:

KY: https://imx.tc-g.uk/ky2024/37
SO: https://imx.tc-g.uk/ky2024/38
AS: https://imx.tc-g.uk/ky2024/40
AU: https://imx.tc-g.uk/ky2024/41
FGED GREDG RDFGDR GSFDG