The online racing simulator
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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
Flame CZE
S3 licensed
Moderator
Quote from Rubbel_31 :So, will anything be added to the editor with the new update?

Yes

Flame CZE
S3 licensed
Moderator
I'm glad you like the mods Smile
Flame CZE
S3 licensed
Moderator
Added 3 design variants (front mask, headlights, door handles, bumpers)
Variant 2 and 3 texturing still in progress





Functional lights




Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
On the track selection screen, there are X and Y buttons next to the configuration names. Those represent the "open configuration" allowing drivers to drive around the entire track area.

Every layout file must start with the track code, e.g. BL4_something.lyt. BL4 means Blackwood Car Park. You can see the short track codes for all tracks here: https://en.lfsmanual.net/wiki/Category:Tracks

The DBL4 prefix is a mistake, it should probably be BL4_.
Flame CZE
S3 licensed
Moderator
Now that the latest test patch provides ways to control AI cars via InSim, anyone can try and create better AI system as a challenge Big grin Although even Scawen said it's probably not suitable for creating competitive racing AI because of the input data delays and density necessary for quick reactions.
Flame CZE
S3 licensed
Moderator
Un-mirrored rear side door to right side only
Two base configs so far: passenger and van



Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Optimized tris to fit within the limit, now beginning with texture mappings


Flame CZE
S3 licensed
Moderator
Good that you got it sorted.
Quote from vitateo :I didn't find any link to download the game, so I download the first link I see.

I'm wodnering, where did you find the download link in the end? It's quite surprising to me that you couldn't find the download link when there's a big button saying "FREE GAME DOWNLOAD" on the LFS home page, and a "DOWNLOADS" link as well. Uhmm

Flame CZE
S3 licensed
Moderator
Bad LOD2
Flame CZE
S3 licensed
Moderator
Bad LOD2
Flame CZE
S3 licensed
Moderator
bad LOD2
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
no
Flame CZE
S3 licensed
Moderator
Great mod! Smile

Please update the car screenshots, as Pasci said, it looks much better in game now.

Also, the engine sound is kinda clipping, it can get a bit annoying at times e.g. in garage or tunnels, do you think you can tweak it a bit?
Flame CZE
S3 licensed
Moderator
Quote from NENE87 :Why i can't see the "Patch test" threads on the forum? Blue text color is further away than the others (with oculus DK3).

Here is the reason:
Quote from Scawen :The new option is available for testing in the test patch forum, which I have left hidden for now.
https://www.lfs.net/forum/thread/110607

The trouble with test patch threads is too many people get a strange idea in their head that it is a general off topic request thread. But I'm far too busy on the development version, and cannot be distracted. If I get off topic requests on that thread, I will close it.

Flame CZE
S3 licensed
Moderator
You can use the following InSim packets:

A car hitting a wall: IS_HLV

inSim.connect({
// ...other connection options
Flags: InSimFlags.ISF_HLV // enable receiving IS_HLV packets
});

inSim.on(PacketType.ISP_HLV, packet => {
console.log(packet.HLVC === HLVCViolation.WALL); // wall hit
})

Car to car contacts: IS_CON

inSim.connect({
// ...other connection options
Flags: InSimFlags.ISF_CON // enable receiving IS_CON packets
});

inSim.on(PacketType.ISP_CON, packet => {
console.log(packet.A.Speed); // speed of car A
console.log(packet.B.X); // X position of car B
})

Layout object collisions: IS_OBH

inSim.connect({
// ...other connection options
Flags: InSimFlags.ISF_OBH // enable receiving IS_OBH packets
});

inSim.on(PacketType.ISP_OBH, packet => {
console.log(packet.Index); // object index
})

FGED GREDG RDFGDR GSFDG