sigh.. all this over an image that can be knocked up in a few hours.
Do you really care if people you dont know cant see the skin?
Just keep it within the team, end of problem.
Since its too much trouble for you to email the skin to your teammates, how about password protection from lfs world?
Wrong password no download. Again who cares if people you dont know cant see it, are you that vain?
There are people out there who would go out of their way to hack any encryption just so they can hack off a team. forget about the dev protecting you in this way.
I'm sure it's happening more often because of threads like this,let it go and get back to racing.
:fence:
have a look at the fe green hotlaps, true cutting but legal.
I'm supprised it was so long before people got on the oval apron, I saw it was possible the first time I saw the oval.
I dont mind a champ car, or any other type of car. Bring on the trucks if you like, THAT would be intersting.(trucks not pickups)
I think a lot of oval racers feel cheated by the kyoto ring, its just a high speed test track.
Which attracts the speed nuts and newbies like moths to a flame.
It also gives ovals a bad name, anyone who drives it thinks oval racers cant drive and that ovals are easy.
it was a very bad choice for lfs first oval, I think it should be removed untill a better one can be designed.
good areo-physics are vital for super speedways, air and track temp will also drasticly alter the handling of your car.
Untill these are in and done well in lfs the only ovals it should have are the very flat and low speed ones.
True. the rfactor demo just didnt grab me, but it can't be that bad lots of people like it.
I guess I wont be buying another sim untill iracing release. Its nice that
lfs has seen off so many pretenders
But it would be good for it to have something better than it in the wild and better for us.
I still say an hour is not enough.:eclipseeh
lfs: I like this but back to nascar2003! (in 2003 )
rfactor: meh its alright
nkpro: lol I'll come back in a year.
whitey6272 in the game switch to the custom view while on track. Go into the 'options' then the 'view' menu you should see options for x,y,z offset. mess with the sliders until your happy.
Story of my lfs life, and yet I cant stop driving the lumbering beast.
Each car should be faster than the others at some of the tracks, I like the idea of the xrr being the speed king with the fzr good at mid-high speed twisty bits.
The fxr is left with short tight tracks where acceleration matters.
After a year of driving my heart out just to be past by a stream of fzrs Im thinking of giving in. And going over to the fzr. :weeping:
The view will still pitch and yaw when not in the cockpit view.
Hehe just noticed that you can match the cockpit view positon with out drawing the cockpit!
I've always used the default cutom view with no draw, just centres the cam to the centre of the car. Very little difference to the cockpit view in tintops and exactly the same with single seaters.
found a joos connection bug when joining the server in the pic. (for the bf1 car)
error: joos -car whl eng r1 r2 r3 r4
initial sync failed
Its a S version server but I can join other S and T servers running the bf1 without a problem.
The only difference is that they have autocross objects loaded for the oval.
I connect and then 10 seconds later I get droped with the error.
I was one of the people that had crash problems with S (fixed in T).
If you want me to try somthing I'll be hanging around for a bit.
found a T server with the same track+autocross object layout, connected fine. Might be limited to the t3 patch and version S servers.
Did a lot of driving at as national, found myself passing fxr's as if they were stuck in fourth. They were all running out of steam at the end of long strights.
I think this was down to the big improvements to the xrr, I've picked up 2 seconds on my pb thanks to the patch.
The turbo no longer kicks the back end around, it has greater stability under braking and rotates better while in a bend.
It was a real pig but now people might want to drive it.
I saw a lot of pb's being broken at as n. In general I think the patch is helping average drivers more than the aliens.
Maybe I got lucky And the setup I was running suited the new patch.
It felt a lot better without any tweeks and I could tell it wanted to go faster, the changes were a click here and there nothing drastic.
Heres hoping the alieans wont brake 1:40 but with them anything is possible.
You do most of that at bristol, and drivers brake at a lot of the big tracks these days as well.
The only thing that we will ever agree on is that you can learn to drive an oval faster. only 2 bends vs 7+ at a road course less to remember and so on.
hmm I was sure one of the demos used bristol but they dont. Anyway if you have never driven a nascar sim pick up the papyrus 2002 and 03 demo's and find out what us oval heads are on about.
The lfs oval is a bit pants next to most of the other shapes out there.
you have tried the sim?
Or were you part of the small test thay did 1 year ago, that was based on the old 2003 code?.
thought it was going to be all new.
There is an option which will affect the way the pedels feel(besides bad calibration) . as shown here.
The pic below shows how the pedels feel to me when I was messing around with the centre reduction setting. Nice graph right?
Anyway a setting of 1.0 will make the cars feel less sensitive to pedel input, which should help you out if your spinning out on power all the time.
Good for throttle stompers!
For me I found 0.0 made it very hard to make small controlled throttle changes near 100% pedel input.(small pedel change gave a large change in the game pedel from 50% to 100%)
I use 0.5 at the moment , play around with it see what suits you best.
Have you looked at pth.txt?
come with the smx meshes. anyway;
NODE BLOCK :
1 int 0 centre X : fp 1 int 4 centre Y : fp 1 int 8 centre Z : fp 1 float 12 dir X : float 1 float 16 dir Y : float 1 float 20 dir Z : float 1 float 24 limit left : outer limit 1 float 28 limit right : outer limit 1 float 32 drive left : road limit 1 float 36 drive right : road limit
limit left would be the outer collision bounds(can't drive beyond this).
drive left would be the edge of the road.
when you join points between nodes you get a line that you can test for collision with.
I haven't worked on this so someone correct me if im wrong.
When I use this packet lfs spits out this error message: "could not find connention x's client info"
scawen's example code gives the same error so its not my code, I was think that it might only work with an admins pass or when the insim app is server side.
However it does work if you set the connection number to 0, uniqueid does not work either. It just brings up the same error.
I had a poke around the forums didnt find anything.
struct MsgToConn // 64 chars - send to LFS and on to a chosen connection (0 = host) { char Id [4]; // MTC + zero unsigned char Conn; // connection unsigned char UniqueId; // destination player UniqueId : if set, Conn is ignored unsigned char Sp2; unsigned char Sp3; char Msg [64]; // text message or /command, must end with zero };
The review is mostly fair. It may have the best driving experience, but it des not have the best racing experience. I dont feel like I'm about to start a important race , i'm just tooling around with some other people.
Have you played call of duty2? Its total sensory overload, you almost feel like your there.
This is what lfs could do with, its very hardcore and just about the car physics at the moment.
Lfs does not need to sell its soul in order to give a better experience.