The online racing simulator
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DarkKostas
S3 licensed
Quote from Frunze118 :Grey screen when join host ( soon it disappeared )

I guess this was the time where you were loading the cached packets, that's why it was grey.

If that's true cached packets should load before enter into "game-screen".
DarkKostas
S3 licensed
Quote from cargame.nl :Why would a mute function be useful? I think that only leads to more isolation and small groups. And who can mute who.. Everybody muting everybody individually? Except the ones with admin status? How needs this be sorted, some admins have admin rights with help of an InSim system and don't have a LFS admin flag.

I think its a very bad idea seen from an international community perspective. If you want to talk to team members there already is Teamspeak (or Skype).

Of course it'll be admin command and mute the player for typing anything to the chat.
DarkKostas
S3 licensed
Quote from matrxs :So this creates an opportunity for /mute command, no? Could it be possible to do in the near future or only at the next/later patches? Would be very useful.
And to topic: so far so good, love it.

Exactly what I was thinking. Or manage the text through insim. For example: Team chat without commands, or chat to the players being close at you(useful for cruise servers)
DarkKostas
S3 licensed
Quote from joordy599 :Well, if I download 0.6B or Z28 I get a setup.exe, is this detail better my English is not on 100%

I guess there will be 3 ways to do the update.

1st Download the whole LFS(0.6C)
2nd Update from 0.6B to 0.6C using ZIP
3rd Same as 2nd, but with executable file

Quote from Scawen :At this point I am considering just one simple InSim packet that could be used to create custom grids and other possibilities. That is, "reset car A at position X, Y, Z".

I know that requires an active InSim program, at least to detect race restart and send a bunch of reset car packets.

But coding up multiple start positions for layouts is just too much of a code change for now.

That will be awesome! It can also be used with teleport commands or just custom start to each player; For example if player is at team 1 he will spawn at pos1 or else he will spawn at pos2.

Quote from sinanju :I'd like to see additional barriers;
a combined white and red barrier (instead of having to join a white and red together) as sometimes the 'barrier long' is too long for trying to make bends
a double sized 'barrier long' for using on straights
There's already 3 sizes of armco, so don't see why shouldn't be more barrier length choices.

I'd also like to see a semi-circular shaped kerb - maybe with adjustable circumference. Kerbs are a normal part of track design, so should be included. If this wasn't possible, maybe an even smaller Speed Hump (one meter long?).

All of these seems useful and kerbs will make finally autocross interesting places to race.
DarkKostas
S3 licensed
Quote from theodu69 :I removed Username , Password and connectmode
The program does not start

Try to re-download it from the first post. Now settings file is ok by default. Just edit the ident key.
Last edited by DarkKostas, .
DarkKostas
S3 licensed
Quote from Oliv76000 :same error for me :
Invalid Parameter at settings.ini called 'ConnectMode', ignoring it
Invalid Parameter at settings.ini called 'Username', ignoring it Invalid Parameter at settings.ini called 'Password', ignoring it

where is the problem?

As i said before the Username/Password way is not available anymore. So the latest version forces you to use Ident Key.

http://www.lfsforum.net/showthread.php?p=1740369#post1740369
DarkKostas
S3 licensed
Quote from Scawen :New TCP packet buffering and storage system

Would it be hard so when a player connects the other players can still pit/spec(all that stuff) and all these packets get cached. After that when the connecting player, finally connects, he will be prompted to these cached packets.

That would be awesome as it would stop the other side of lag pitting(the first one was when any player was lagging, but due to the new way packets work[only between host and client], this disappeared). Also that would help with the Object Out of Sync(when host adds objects once a player connects).
DarkKostas
S3 licensed
Probably you have something wrong in the PLP packet. Do some debugging and you will find out.
DarkKostas
S3 licensed
Quote from [Audi TT] :Scawen, please, delete this command /clear at users. Yesterday on championship "Live for Slicks", somebody use this command. The be very bad!!!

You can use InSim and identify who used it. The truth is that this command should be only for admins though.


struct IS_ACR // Admin Command Report - any user typed an admin command
{
byte Size; // 72
byte Type; // ISP_ACR
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id (0 = host)
byte Admin; // set if user is an admin
byte Result; // 1 - processed / 2 - rejected / 3 - unknown command
byte Sp3;

char Text[64];
};

if Admin == 0 then Kick;
DarkKostas
S3 licensed
Quote from Scawen :Pit / Spectate / Join - in the first version you will still have to wait while a guest is connecting (to preserve the game state that is being sent to the new player and avoid a Join Out Of Sync) but I'm hoping this will be less annoying already, because the connecting guest will be a bit quicker. His connection should take less time because he doesn't need to wait for a first packet from everyone else connected to the host.

I get your point. I thought it was similar with this one,
Quote from Scawen :Game only needs host packets to continue processing

but as now connecting is faster it won't cause big problem anymore; especially on (almost)full servers where you had to wait for 32 players to join.

Quote from Scawen :Then we can reassess what are the highest priorities at that point. I do want to get back to the tyre physics but we'll just see what comes up during the patch testing.

We all want that and after that action of releasing an update, even that small but yet so important, it's making all of us get more hope and patience about the next big update (S3).
DarkKostas
S3 licensed
Quote from Scawen :I had hoped to release a test patch today but some of the bug fixes took half a day and some of the consequences of the new system are leading to various improvement possibilities and code simplifications which are hard to resist. So I expect a few more days on the case then release a patch for public testing.

Its better to finalize it, instead of just release an update with maybe even more bugs!

Great job on these updates. It's going to make the gameplay much faster. No more waitings for players to connect, so we can pit/spec/leave server(and even join server without waiting others now!)
DarkKostas
S3 licensed
Quote from cargame.nl :Not something which works reliable. Shift-F8 (network debug) works nice to manually see the quality of connection of racers but those values are not available in the InSim environment.

Airio has some basic form of lag detection but does that (I think) based on carspeed and passing nodes which is not a bad idea but doesn't work on open layouts.

Anyway, I will save my critics for the next patch release. Some things you need to see in practice

@struct CompCar
byte Info; // flags and other info - see below

#define CCI_LAG 32 // this car is lagging (missing or delayed position packets)

Not sure when exactly this is sent, but it can be useful.
DarkKostas
S3 licensed
Quote from theodu69 :03/09/2012 23:05:29: Invalid Parameter at settings.ini called 'ConnectMode', ignoring it
03/09/2012 23:05:30: Invalid Parameter at settings.ini called 'Username', ignoring it
03/09/2012 23:05:30: Invalid Parameter at settings.ini called 'Password', ignoring it

ConnectMode = Ident (Ident/User)
IdentKey = xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx (If ConnectMode = Ident)
Username = YOUR_USERNAME_HERE (If ConnectMode = User)
Password = YOUR_PASSWORD_HERE (If ConnectMode = User)
Delay = 5 (In seconds. Decrease it only if you are a premium at LFSWorld)
PopStatusMessages = 0 (Pop message when a player connects/disconnects. 0=Disabled, 1=Connect Only, 2=Connect/Disconnect)
UseInSim = true (true if yes, false if no)
Thanks for this program don't works...

Quote from DarkKostas :v4_2_2 (11st August 2012)
-Deleted User and Pass support as its not working anymore anyway
-REALLY now fixed characters(there are still some not working, but most are fine!)

Also this shouldn't cause a problem because the program is just Ignoring these. Is your ident key correct? Do you get any errors? What's exactly not working?
DarkKostas
S3 licensed

<?php 
vars Conn 
Connection[GetConnIDX(PLC.UCID)];

//Reset their cars first. They have none
PLC.Cars 0;

//Start giving them cars
if (Conn.CarsList.contains("XFG")) PLC.Cars |= 1;
if (
Conn.CarsList.contains("XRG")) PLC.Cars |= 2;
if (
Conn.CarsList.contains("FBM")) PLC.Cars |= 0x80000;
?>

This should work.
DarkKostas
S3 licensed
Quote from MadCatX :Are we talking about the same thing here? I was referring to the ambiguity of the English word "once" which in this context can mean "when" or "one time". I believe this explains my initial confusion

After reading the whole story again I know understand the misunderstanding! Let's now continue on-topic.
DarkKostas
S3 licensed
Quote from MadCatX :The phrasing of his question was a little ambiguous. I thought he asked about the possibility of making the LEDs flash just once when the engine reaches the redline. The flashing is totally out of programmer's control which would make this request somewhat difficult to fulfill.

This is exactly what he asked!
G27 is doing that by itself with the simple IF I said before, so using this .cfg lines will make the leds flash when you reach redline.
DarkKostas
S3 licensed
Quote from UnknownMaster21 :yes I have changed it from User to Ident -> problem is still there


EDIT: yay problem solved... didnt saw it actually was on PREMIUM than No... im just blind lol


hmm but I still have another problem...

EDIT: Problem:


how I add ä and ö alphabets?

I think i finally fixed it, also i totally removed user/pass support. It should work now for most characters
Last edited by DarkKostas, .
DarkKostas
S3 licensed
Quote from MadCatX :Unfortunately not without some additional trickery.

There is no need about that. If you CurrentRPM is > than DefinedMaxRPM then leds are flashing

@s911
Take a look at this post for flashing led values
http://pastebin.com/0SkLctWd
DarkKostas
S3 licensed
Quote from the_angry_angel :I demand cheering up. Tell me your failures.

Attempting to add a lot of code to a project.
Creating backup so if you mess up you can return back to original version.
Finish your new code, project compile ok so you delete the backup because you think everything is fine.

Try the new project but its fully bugged.
No backup and bugged project.
DarkKostas
S3 licensed
It is in C# using InSim.Net. I was talking about the php part because you said you want to show the scores to the website. I'll send you a PM with the InSim files.

EDIT: Sent PM
Last edited by DarkKostas, .
DarkKostas
S3 licensed
What i always was hating at LFSLapper(and i guess any other insim that stores scores) is that the score should not be the saved to the track name, but to the layout name. What do i mean with this?

As you are a drifter you know that the most well know track is autocross with many different layouts. If you use lapper it will check/save/load the scores based on AU1 instead of the layout name. That's why i made my own insim long time ago(and still have it; I can give it to you to try it).

It uses MySQL as saving system so if you know php you can simply connect to the database and do anything you want from there.
DarkKostas
S3 licensed
Quote from troy :So who's first to work out how to do loopings with this?

If there was a way to edit the vertical angle of the object, this would be the first thing i would do, but...
DarkKostas
S3 licensed
Simple, go to each button creating code and reduce the X value. Make sure you decrease it the same to all of the buttons so the format will be the same.
DarkKostas
S3 licensed
I just read it once again and i noticed something weird.
Quote from Scawen :Eric has been working on the S3 content.

Next line
Quote from Scawen :we will work towards the S3 update

DarkKostas
S3 licensed
As long as i know that you are still working on it and claiming that there is work on S3 content too(both cars and tracks) is enough for me. I just hope that the release will be soon instead of waiting like the end of the next year(or more?).

There are some new competitors to the car sims(rF 2 and assetto corsa) so i think LFS should show its advantage and prove that there is a reason to keep playing it.
FGED GREDG RDFGDR GSFDG