The online racing simulator
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Blowtus
S2 licensed
try setting lfs to the same resolution as windows desktop...
mine is happy regardless though.
Blowtus
S2 licensed
Quote from Bontemps :Yeah alright!!! I paid my money and i play how i see fit. If i want some racing fun i will and if i want a serious race i will. Its up to me how i play the game and nobody else. illepall

So what are you doing in the multiplayer side of the game? Bugger off and stay with single player if that's your attitude...
Blowtus
S2 licensed
generally I find the people that come out with 'it's just a game' comments are the one's I don't want to race with. I don't care whether it's just a game or not, I want to be able to enjoy it effectively.
If you're 'pushing' too hard in the game and annoying others, perhaps your own actions are the one you should be looking at. I don't think I've ever been kicked, and also don't think I'm anything particularly special?
Blowtus
S2 licensed
Quote from KiDCoDEa :sarcasm works a lot better when u dont completly miss the point of the thread

There was more to the post than rampant lfs fanboy-ism? If so I'm sorry and would be interested to know what, if not...
Blowtus
S2 licensed
wow, lfs is so groundbreaking, who'd have thought, a developer provided forum for a pc game?
Blowtus
S2 licensed
can't have been that obvious, right?
Blowtus
S2 licensed
3 gtr cars is plenty imho, compared to the other classes. Rather than try to slot in an rb4 gtr and suggest it should be more competitive, I'd just make the fxo gtr reasonable. Some form of rally oriented rb4 sounds good, but I'm not sure how much benefit you could give it aside from a better engine and slicks?
Blowtus
S2 licensed
I think because everything else feels a lot closer and better these days, it stands out more. It certainly was more of a problem in s1 though.
Blowtus
S2 licensed
I get popcorn in the xfr after about 20 laps, doesn't seem to be affecting lap times noticeably at that point though...
Blowtus
S2 licensed
Quote from Hyperactive :Sure you can fix it by having a pushy setup for the car, but ultimately it's a question of driving style anyway And the oversteer, more oversteer, snap! - it's still there. A slightly wrong line into a corner and whee...

I don't think it's pushy, I just think the default setups / physics in lfs are too conducive to oversteer. Fast corners in lx's are a very good example of this, they oversteer ridiculously more so than in real life... fixing this with setup leaves no disadvantage that I can see.
Blowtus
S2 licensed
Quote from Hyperactive :I guess anything without long fast corners. So Fe tracks are the best... The long fast corners just make me want to delete all the Lx4 & Lx6 related files... oversteer, oversteer and then it snaps omg.

it's easy enough to fix. full front bar, no rear bar, lowish tyre pressures, fair bit of toe out on the rear, generally soft suspension. It's not at all slow like that either, just requires a different driving style.
Blowtus
S2 licensed
I find most things most fun at south city, but the lx's in particular... all the lumps n bumps make for plenty of interest
Blowtus
S2 licensed
1280x960@85hz, same as my windows desktop so alt-tabbing is painless.
Blowtus
S2 licensed
I'm a huge lx fan, but don't get much chance for public server racing these days.
Blowtus
S2 licensed
how about some weather effects, like, rain and stuff?
Blowtus
S2 licensed
Do you really notice every little change on your supermoto straight away? I don't find changes in LFS any more difficult to notice / understand than on my dirtbike. Sometimes I make a change and can't work out whether it's better or I'm just thinking positively One confusing aspect in LFS is you'll often be driving on warm tyres, make a change, and they'll go back to cold, so you can't do direct comparisons.
Blowtus
S2 licensed
Quote from ORION :The problems are:
1. the energy that is used for the deformation of the cars is not calculated, thus the cars behave like Billard balls.
2. if you have lag and your car moves into another, the engine thinks you crashed into it with like 700kmh :]
3. When you are very fast, you can drive through small objects and your car will be accellerated extremely, because the engine thinks at some point, that you crashed into the wall from the opposite direction, with very high speed.

That's my understanding of how seemingly 'standard' collision detection systems work... it seems in this case it needs to be a little more involved than 'standard' though. Don't see why some basic vector calculation using a bunch of previous packets, acting at least as a sort of 'check value' is such a laughable concept, but like I said, I'm not a programmer
Blowtus
S2 licensed
Quote from ORION :You said it m8
Baisically, you have absolutely NO CLUE

Physics in a game are simply not the same as in real life. Just think about how freakin awesome and complicated LFS is. This shows clearly that Scawen can program as hell. Do you really think he can't understand m1*v1 = m2*v2 ?
Are you serious?

Wasn't trying to suggest that he wasn't a very good programmer, I just don't believe the current programming has reached the limits of the internets capability...
Blowtus
S2 licensed
Surely if suggestions on how to improve the game were to result only in 'go and make a new game yourself' we wouldn't have a suggestions forum?
(not that we're in it of course... yes, go ahead, blame me for dragging this off topic )
Last edited by Blowtus, .
Blowtus
S2 licensed
Quote from thisnameistaken :Imagine you're doing 100mph (or approx. 47m/s), and you've got around 50ms latency. You could travel two metres between each snapshot the server sees. The car next to you is doing the same, there's still potential for you two to get entangled by about a metre before the server will be aware of it, and that's under pretty good network conditions.

How do you resolve that situation? You'll have to backtrack, work out the point of collision, then determine the result of that collision and skip back to the present to teleport the cars to where they ought to be. This is going to be a jarring experience for the players.

your example is an easy to understand one, but fairly pointless, as the result of a 100mph collision is always going to be rather jarring for both parties. If you have both cars doing 100mph *next to each other*, and they slowly drift into each other, (ie, perhaps a 5mph collision) there is no potential for penetration of that depth (assuming 50ms latency)

And what's more jarring... being launched skyward 100 metres, flipping end for end, taking out the field... or having the car skip a little unexpectedly?
Blowtus
S2 licensed
Quote from Hankstar :Poor old computers need all this basic information input in great, mind-numbing detail, and a car collision contains many thousands of variables even when modelled simply.

thousands of variables for a non elastic car collision? come off it
2 vectors and relevant masses would do a decent job of providing a framework for the collision.
Last edited by Blowtus, .
Blowtus
S2 licensed
Quote from Gunn :The distance between two cars is calculated after receiving packets of data from a client. A slight delay in receipt of a packet of data may cause slight inaccuracies. Prediction can only be accurate to a certain degree. A longer delay, or some other network anomoly (even congestion) may contribute slight inaccuracies of car distances especially when network latency (ping) is high. This is not a limitation of the software this is a limitation of the world-wide network of servers and cables that we call The Internet.

Do other games experience this level of collison randomness? I understand roughly how collision detection works, it just seems to me that it needs an extra layer of calculation. At the point of collision, calculate the vectors of each car over the last 5 packets or something. It's only an internet limitation if you view the current collision system as unchangeable...
Blowtus
S2 licensed
Quote from thisnameistaken :That's going to be really hard to eradicate though.

Don't see why. I'm no programmer, but working out a vaguely accurate, non elastic collision is not difficult.
Blowtus
S2 licensed
the lfs multiplayer still has the fairly large problem of random, violent collisions, upon very soft contact between players... still needs a bit more polishing imho
Blowtus
S2 licensed
I disagree... you don't feel exactly the same things, but I don't find it any more difficult to understand what the car is doing. The effects may never be the same, but they never are between different cars anyway.
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