The online racing simulator
Searching in All forums
(677 results)
Degats
S3 licensed
Quote from sinanju :Do you really need the Z co-ordinate?

Potentially, if a bridge is involved.
Degats
S3 licensed
Quote from Bean0 :I have not tested, but it may be possible to preview them from within LFS without quit/reload by swapping from compressed/uncompressed textures in the options.

That works for textures by switching between high res and low res - this is how I preview mine.
Degats
S3 licensed
Quote from ChiliFan :ok this really isn't a valid point when you look at lfs' crash physics

Not quite - LFS' collision detection sucks in certain situations (lag, when a tyre comes into contact with certain corners of objects or another tyre). Other than that, what happens to the car itself when rolling etc is remarkably realistic, aside for lack of air resistance when spinning round a single axis at high speed.

From what I've seen in iRacing videos, the cars do some weird stuff while rolling etc.
Degats
S3 licensed
Quote from Driftovios :I dont think that the wireless connection make you lag since you have a good signal strength

Wrong.

The encoding of the frames itself introduces a small amount of latency (usually single digit milliseconds, so not really an issue)

The main problem however, is that packets will get lost.
Sometimes they are lost for good, causing disconnects or your car to disappear briefly.
Usually they just get resent sometime later, once it's noticed that the packet has gone missing. This means that a lot of packets, when they eventually arrive, are late. The unpredictable timing of packets' arrival means that LFS's car position prediction is getting out of date - therefore inaccurate - data. This results in cars appearing to jump around and can cause collisions when it shouldn't.


tl;dr:
Never use wireless (or to a lesser extent Ethernet over Powerline) for gaming, if at all possible. A trusty Cat5e cable is your friend.


edit: The OP's main problem is probably CPU related as mentioned before me. Any form of wireless internet will only make things worse.
Degats
S3 licensed
Quote from jagy :no they dont say anywhere that they will denied using skins without warning.

Quote from Skins upload page :
Rules and regulations:DO NOT upload skins which contain offensive images!
If a skin that contains nudity, pornographic, racist or any other extremely offensive content is uploaded, the skin(s) will be removed without notice and you will no longer be allowed to upload skins here.

That isn't enough warning?
Degats
S3 licensed
Quote from Nadeo4441 :
BTW did you notice that those tyres have shadows? I don't think current LFS has that feature

Sorry to spoil the fun, but they're only fixed track objects. Check the LFS/RL comparison shots - those don't have shadows.
Degats
S3 licensed
It's easiest with arrow keys, but still not too difficult with WASD.

Ring finger for A, Index finger for D, Middle finger for both W and S. I can press either W or S or both at the same time without moving my middle finger off the keys - only moving it to push down in a kind of rocking motion (like a rocker switch).

It's pretty straightforward for me and this is how I've always used arrow/WASD keys. Maybe I'm just weird
Degats
S3 licensed
Using 3rd party programs such as this to drive for you is widely considered cheating.

Considering how easy it is to blip with they keyboard, I don't know why you'd bother anyway.
Degats
S3 licensed
Quote from OneGODFATHER :From my point of view i can't see anything that would harm either the players or the producers of LFS if you modify your cars in the game

A large part of the harm caused is that the mods screw with the collision detection.

As the cars used by different players are different shapes + sizes to what LFS is expecting, (when one or more person is using one or more .vob file mod) there are unwanted effects from the collision detection. The result is that the player with modified car(s) and/or other players get thrown away at high speed in a similar fashion to exceptionally bad lag hits. This can cause quite a mess.

In short, do not use modified cars online. It'll just ruin everyone's day.
Degats
S3 licensed
Fair enough, I don't remember ever seeing that post. I've found it now and quote it for reference:

Quote from Victor :It's pretty certain an S2 -> S3 upgrade will be 12 GBP yes. It's a logical price.
But we must reserve the right to change prices at any time, if that appears necessary (the pound's dropping in value again, who knows what the UK economy will end up as), so we won't make an official price statement on our site yet. Also because S3 licenses are not yet available there either, there's really no sense in setting an official price.

At least I was half right
Degats
S3 licensed
Quote from JasonJ :This statement has no merit

Quote from JasonJ :Each S1 S2 S3 costs the same

Neither does that one. The devs have not confirmed (perhaps not even decided themselves) how much S3 will cost.

It is generally assumed it will be a £12 upgrade, but not set in stone.
Degats
S3 licensed
The limit varies depending on the quality settings of the .wav
I can't help you anymore than that, because I haven't found out what settings yields the longest sound myself.
Degats
S3 licensed
I don't remember seeing any of that info in insim.h.
Degats
S3 licensed
Yes. TC.
Degats
S3 licensed
Regarding the skin - you've probably saved your skin as XRG_DEFAULT at some point. That skin loads whenever someone (you or anyone else) isn't using a specific skin.
Degats
S3 licensed
PLL only tells you when a player left the track/race - not why.

If you want to know the difference between a wrong route/forced spectate and shift+S, you will need to use MSO messages afaik.
If all you need to know is that a player has entered spectate and don't care why, then just use PLL.
Degats
S3 licensed
Quote from InSim.txt :// On false start or wrong route / restricted area, an IS_PEN packet is sent :
...
// Wrong route : OldPen = 0 / NewPen = PENALTY_45 / Reason = PENR_WRONG_WAY

In the case of an out of track wrong route, where the player gets sent to spectate, you'd probably have to use PLL + MSO.
Degats
S3 licensed
Normally, IRL, if the driver who won gets a time penalty given, the race results and timings are calculated based on that driver not having had the penalty, as time penalties are often challenged. The penalty is then added afterwards.
IMO this would be the best way for LFS to handle it.

However in the case of your DTM example, I'm not sure how it could be calculated to be fair (especially if the driver with the penalty wasn't the leader).

Regarding %age of laps for classification, that would probably be best handled by InSim (using the data received as each person completes a lap to keep lapcounts throughout the race) as there are so many possible variations on classification rules.
I don't know if InSim sends a packet with the "<PLAYER> did not finish" messages. If it doesn't, that would be a nice feature to have, containing info about number of laps. That wouldn't include players who entered spectate to clear the track prior to the final lap though afaik.
Degats
S3 licensed
Quote from vf1-nazca :
could it be enbseries?

Disable it and find out.

Running LFS as a Steam shortcut causes some stability issues on my machine, so I wouldn't be surprised if similar graphics hooks caused problems.

I've only had up to about 5 LFS crashes in over a year that probably weren't caused by 3rd party software.
Degats
S3 licensed
Check out the OutSim section near the bottom of the lfs_folder/docs/insim.txt file.
You'll need to write some software to relieve the UDP packets sent by OutSim (once you enable it in cfg.txt) and translate that into whatever commands you need to control the hardware.

There's probably more information about OutSim in LFSManual.
Degats
S3 licensed
Ah, the black art of diffs.

Locked diff - not good, but not too bad providing you don't want to go round tight corners and don't mind more wear. Typically fastest in LFS for very few laps.

Open diff - bad (the problem with the Vectra in the video a few posts back)

Viscous diff - simple, but not brilliant.

Clutch pack - the best LFS has, providing the settings are right. Getting said right settings is a pain. Commonly used as the centre diff in 4wd and drift cars.

Helical diff - (ie Quaife, the one used in the Focus RS) ideal mechanical racing diff as it gives the most torque to the wheel with the most grip. Unfortunately not (yet?) available in LFS.
Degats
S3 licensed
Simply put, less grip == more slide, so having rear tyres that have less grip would make it easier to start a drift.
Controlling it is just a matter of throttle control - and you need less throttle with slippery tyres, so you can cope with a less powerful car - it can be quite hard to get enough torque in the XRG to overcome the grip level of the normals and keep control, so less grip on the rear would make it easier. The normals have a rather fine gap where they're slippery enough for the XRG to easily break traction, but not so soapy they're uncontrollable.

Once they get really hot it can be very hard to hold the slide, but in my experience, you have to be well over 130 degrees in road supers for that to be a problem.

In cars with enough power to easily break the traction of the tyres (unlike XRG), it's usually easier to control the slide if the tyres have more grip.
Degats
S3 licensed
Quote from jakeeatworld :@ Degats, that is in a TBO, on a full tarmac circuit there is no other choice than roadsuper.

In the STD cars -insert s******s- there is, what can be seen as a problem. The hybrids heat up much faster but the performance does not drop off, when realistically(AFAIK) it should.

I'm sure Scawen knows what he is doing when it comes to this.

My guess is that;
The hybrids last so long on STD cars compared to TBO/LRF because there is no difference in the tyres model, such as the difference between the road normal and road super.

You're correct regarding the road_supers, but I did test normals as well and there was a very noticeable difference between normals and hybrids.

Just did an 8 lap run at Aston Cadet in an XFG and the drawbacks of the hybrids are much reduced, so I see where you're coming from.

Presumably due to the lower weight, power and speed of the STD cars, it's a lot harder to get heat in the tyres, so you're going to be at optimum in the hybrids much earlier than normals (if ever). Hybrids at optimal do seem to grip better than cool normals - whether that's realistic or not, I don't know, but it wouldn't surprise me.

I did find that once the hybrids got to 70-80 or so the grip was a lot lower, but I couldn't get the normals that hot, even after a lot of excessive power understeer.

Seems like the differences are quite subtle on the STD cars, as they're not very hard on the tyres. How that would compare to real-world, I have no idea.
Degats
S3 licensed
Quote from Whiskey :This is exactly about he is complaining. The hybrid tyres don't get that hot in LFS, and tarmac tyres don't have (much) more grip in tarmac

I've just done a test on KY2, 1 out lap, 1 flying lap, same rb4 setup but different compounds:

Road_Normals: Quite slippery in the out lap, so quite a lot of sliding. At the end of the hot lap, temps were almost ideal (50 degrees, bright green on hottest tyre).
Hybrids: Initially a bit more grip, so a much smoother out lap with little sliding, up to optimal (~50 degrees) just before the end of the out lap. By the end of the hot lap, temperatures were 80+ degrees, bright red and very little grip.
Road_Supers: Much more grip than either Normals or Hybrids, so a very smooth out lap. Optimal temperature (~60 degrees) throughout the hot lap.

In conclusion: Hybrids provide more initial grip than Road_Normals (probably due to a softer compound) but quickly get very hot and unusable. Possibly a little faster than Road_Normals over a single lap on a shorter/less harsh track, but they're far too hot to be of any use for longer runs. By the end of the 1 lap, Road_Normals offer significantly more grip due to the hybrids overheating.
Road_Supers (similar to those used in tarmac rallies and production car racing) consistently have much more grip than both Road_Normal and Hybrids.

That's pretty much the behaviour I'd expect tbh.
FGED GREDG RDFGDR GSFDG