The online racing simulator
Searching in All forums
(358 results)
Flame CZE
S3 licensed
Moderator
It looked correct when I checked at around 0:45 my time (23:45 UTC) and it showed Friday as today in the calendar.
Flame CZE
S3 licensed
Moderator
It looks like the JS code reads the value of an HTML element with an id "TimeOffsetOut" and sends in an AJAX request to PHP where it probably appears as the session variable. However I can't find such element with an id "TimeOffsetOut" in the output HTML.
Flame CZE
S3 licensed
Moderator
The content of the title tag is used as the tooltip text ("title" attribute):

a.title = a.innerHTML + " UTC";

If you wanted to do it as you wrote, the tooltip text would have to be taken from the "datetime" attribute and re-formatted correctly.

What function did you use to initialise it with the converted time?
Flame CZE
S3 licensed
Moderator
It is still incorrect in the calendar. The text inside the <time> tag must be initialized with the UTC time, but in the calendar, it shows the converted time already even before the convert function is run. This is where it differs from the forum times for example - when I disable JavaScript, they show UTC times here.
Flame CZE
S3 licensed
Moderator
This piece of JavaScript goes through all elements with a class name "DateField":

var h = document.getElementsByClassName("DateField");
for (d = 0; d < h.length; d++)
"object" == typeof h[d] && processHtmlTimeObject(h[d], f, b);

The issue is that the incorrect one had a class name of "DateField bold", which wasn't detected by that code.
Flame CZE
S3 licensed
Moderator
I don't think the HTML <time> tag does any timezone conversion by itself, it's merely a semantic tag for marking a period in time and making it easy for machines to read it. There's probably some custom logic done for it in PHP or JavaScript.
Flame CZE
S3 licensed
Moderator
I believe that the event times displayed should already be in your local timezone.
Flame CZE
S3 licensed
Moderator
I've just joined and there still seems to be a few people chatting.
Flame CZE
S3 licensed
Moderator
Quote from LE_TANCKER :LFS seems to require just a single "pulse" with a very specific wave structure. So far I've not been able to find these in the game folder...

You can export the default pulse wave file by pressing the S button, if that's what you're looking for.
Flame CZE
S3 licensed
Moderator
Flame CZE
S3 licensed
Moderator
The issue with word-break: break-all is that it applies a break between any two characters, even if the words are short enough to be wrapped on the next line as a whole. See the word "career" being broken up in two when I tested it:

Flame CZE
S3 licensed
Moderator
It's not public
Flame CZE
S3 licensed
Moderator
It's caused by the text "https://forms.gle/TC5cAX5DKisqf1sL6" not being wrapped correctly on Chrome. I'll have a look if it can be solved somehow.
New calendar bug discussions
Flame CZE
S3 licensed
Moderator
The calendar is overflowing the page now Cool
Flame CZE
S3 licensed
Moderator
Nice improvements!

I think the racing calendar page could even be the default tab when you click "Leagues" in the top menu.
Flame CZE
S3 licensed
Moderator
By default, all IP addresses are blocked on that InSim port. You have to add your IP to the whitelist. Go to Hosting - Your hosts, click the temporary host name, go to Access control tab, then enter your IP address in the "Allow IP addresses to the InSim port" text area and save the form.
Flame CZE
S3 licensed
Moderator
Quote from pärtan :Sunlight is pretty much parallel with only a 0.5 degree shadow spread, so the effect shouldn't be super obvious in this case.

You are right, it is only noticeable in shadows far away from the object, e.g. electric poles, tall trees or buildings.

Here's an example LFS vs real life comparison. You can see the hard shadows of the power lines in LFS vs soft shadows in real life.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
The downside is that it would also make it easier to steal models.
Recent LFS Manual updates
Flame CZE
S3 licensed
Moderator
Let me resurrect this old thread with some new stuff that has been done in the LFS Manual recently.

About a year ago, the main page got a fresh look with a hopefully more accessible and eye-catching layout, divided into sections. All pages are still listed in the left column.

Each car page has an extensive infobox on the right side with various details about the car's chassis, drivetrain, suspension, dimensions and other features. At the bottom there's a gallery showcasing the car's exterior and interior. Some cars which have undergone notable updates also include a section with before/after comparison images (RB4 GT). You can also read about the cars' history or fun trivia (e.g. RaceAbout, LX6).

The track pages have got a similar refresh and expansion. There are new sections about the history, development and past track updates of Rockingham or analysis of future development of Kyoto Ring. There are trivia sections in tracks as well - do you know about the hidden toilet at Blackwood?

Both cars and tracks are well categorised by various features - ever wondered which cars are front-engined or which cars have ABS?

There are also several league pages with race results and extensive statistics - see Fragmaster's GTi Thursday or MRc FBM Saturday.

Don't forget about the LFS Editor articles, which have also grown a bit recently. There's still plenty of content to cover though!

Apart from my own contributions, big thanks to MandulAA and a few other people who help shape up the LFS Manual. There are still quite many things we would like to do. Remember, it's a wiki so anyone with an LFS account can log in and help. The help pages have been reworked to help new contributors look around. There are also dedicated help pages for cars and tracks. Feel free to come up with new ideas, discuss things and don't hesitate to edit the pages - you can't break it Smile
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Thanks for the explanation, Scawen.

If I understand it correctly, a different technique would have to be implemented to generate soft shadows with variable-size penumbra. I found some presentations talking about percentage-closer soft shadows (PCSS).

From slide 39 on:
https://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf

They do mention using ESM to filter the shadows, but that's where my understanding ends Big grin Interesting topic nonetheless.
Flame CZE
S3 licensed
Moderator
I've added roll down front windows using extra light toggle for both UZOVKA and EMKO. It's not perfect but I quite like it.


Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
One thing I've been wondering, although not related to Kyoto updates but the new lighting system in general. In real life, all shadows created by light sources of some width/height include penumbra, where only part of the light source is occluded by an object. This makes the shadows look softer the further away it is from the occluding object:



Judging from the new screenshots, the shadows are always sharp no matter the distance from the object. Is this something that you would like to look into in the future? I don't know how difficult it would be to implement but I think it would add an extra level of realism for the new shadows.

Edit: Judging by the reactions, some people seem to misunderstand - I'm not saying this is essential to have or should delay the big update, it's just an observation, something that would be nice to have.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
POSCHER 819 is marked as WIP - make sure you enable "include WIP mods" in filters
MERSOLES CE66S is not approved - make sure you show "all" instead of "approved"
Flame CZE
S3 licensed
Moderator
What exactly was the issue? Was it the same that Scawen explained here? https://www.lfs.net/forum/post/2112184#post2112184
Flame CZE
S3 licensed
Moderator
You can join the LFS discord server https://discord.com/invite/wZrUTJN and ask in #technical-assistance channel
FGED GREDG RDFGDR GSFDG