The online racing simulator
Searching in All forums
(677 results)
Degats
S3 licensed
It might, but the point of these are to have identical performance to the stock ones for game balance reasons.
XR GT TURBO LIGHTBAR
Degats
S3 licensed
Vehicle mod: XR GT TURBO LIGHTBAR
Details page: https://www.lfs.net/files/vehmods/18BF50

SHORT DESCRIPTION:
Quote :XR GT Turbo with Lightbar

DESCRIPTION:
Quote :XRT with Lightbar & various marker lights

Configurations:
  • Amber lightbar
  • Blue lightbar

COVER SCREENSHOT:
FZ50 V8 SAFETYCAR
Degats
S3 licensed
Vehicle mod: FZ50 V8 SAFETYCAR
Details page: https://www.lfs.net/files/vehmods/39CEEB

SHORT DESCRIPTION:
Quote :FZ5 Safety Car with 4.2L V8

DESCRIPTION:
Quote :Lightly modified model: 3D headlights & centre brake light
Bolt on lights/parts for Safety Car/Emergency use
Lightbar/Aerials by me

Notes:
Includes 3 configs
LOD2 does not include the lightbar at the moment

COVER SCREENSHOT:
Degats
S3 licensed
Quote from Snoop.DriftEra :0.6W54

1. Scripts does not work. I can't use my Indicators/headlights on G25. I hope someday you'll make it possible to re-map these functions, but for now I use it with script.

2. "Look Left"/"Look Right" button release delay. Headlights flash, turnsignals and emergency lights has the same problem. All mapped to G25's console, in my case. No issue on keyboard.

That sounds like a problem with Logitech's software, which is notoriously bad. I gave up using it for scripting years ago because they kept breaking things.

LFS script files & binding controllers to /press 3 etc in the CTRL+ ALT+ controller options pages still works fine in W54.

FWIW, if you want to bind whatever controllers (including several buttons/controllers for the same action) to the lights keys, you can use TC Lights https://tc-g.uk/TCLights
Degats
S3 licensed
Quote from Scawen :I like the suggestion but there are a couple of problems with it. Aside from the fact that I can't do anything extra now before the first official version (including some of your other good requests). There is an issue with auto-exports, related to mesh configurations. It's hard for the LFS exporter to know what do do about them, which configuration should it use to create a skin template - maybe the mod creator has a way to put multiple configurations on a single skin but it would require manual editing. But maybe your idea could be used for single config mods. Anyway I can't think about it for now!

Since it would be automated, exporting one set per configuration would avoid having to make a decision. That would be needed for mods like the RC car, as each config is an entirely different shell.



Quote from Scawen :By shadow image, I assume you mean the image I have called 'black and white' skin? Or... are you talking about faked ambient shadows, such as below mirrors, etc.

The latter, basically this one: https://www.lfs.net/attachment/264151
People often use them overlaid over the skin using a blend mode to fake a shadow effect, hence the name. Can also be useful to see the contours more easily.
Degats
S3 licensed
Looking good, just need some vector wireframes for ultimate precision Thumbs up


A suggestion that might be simpler than that - as it stands, this still requires mod creators to create and supply the skin templates themselves, which I'm sure won't happen in all cases.

Would it be possible to automatically generate and pack the skin templates in the mod export to be available to download as a zip on the mod page?
RB4 GT T5 RESCUE
Degats
S3 licensed
Vehicle mod: RB4 GT T5 RESCUE
Details page: https://www.lfs.net/files/vehmods/953A1B

SHORT DESCRIPTION:
Quote :RB4 Rescue Car with 2.4L 5cl engine

DESCRIPTION:
Quote :Car unchanged from LFS other than the engine
Lightbar by me

Notes:
Very WIP
no LODs yet
Lights may be weird with custom DDS textures (will be improved in future)

COVER SCREENSHOT:
Degats
S3 licensed
Quote from Sobis :Also, is there a reason to switch off ignition on EVs after standing stationary for a while?

The ignition turns off when switching to low physics rate when idle for 30s. This is for CPU efficiency in multiplayer IIRC.
Degats
S3 licensed
Quote from Scawen :I found a way to make it work.

If you look in the Main Object (M) and in "tri" mode you can see an unused mapping "l_brk" that uses texture XR_Interior1

I'm not sure of the reason for this, but when I deleted that unused colour, the ones in the subobject started to work.

It tries to use the first instance (in the entire model) of the special "l_" name as the light. If you have more than one instance, it will ignore all the others so they don't illuminate.

This is easily done by accident when working with sub-objects, as the colours often get duplicated when importing/exporting/merging etc. I've also had it where there were some remnants in LOD2 that took ages to track down.

I guess this is why there are several special "l_" names for certain types of light (4 indicators, 4 brakes, 3 tail. There's only 1 of the other types).

If it's not to complicated to remove the restriction of 1 per name, that would make texturing more complex lights configurations a lot less hacky.
Degats
S3 licensed
Can't think of a reason to use it on a dedi server - I think it would only be possible to do by typing into the console?
I suppose it could be used to allow two different insim apps to communicate, but there are other, probably better, ways to do that.


Quote from xspeedasx :In my 10 year LFS Cruise dev "career", I haven't used this command even once... We usually have !a/!c/!m/!pm/!anything which is also hidden, and since all commands use ! as a prefix its easier to remember and type for users.

Guests would use /i for that anyway - /o only works on the local LFS
Degats
S3 licensed
Quote from loopingz :No crash so far.
Yesterday I got annoyed testing the drag mods at the drag strip. I set a server with no restriction (I mean reset allowed mods allowed and so on). There is a restriction like too soon to restart. Come on it is a less than 10s race! Could these restriction be easily removed either by host option or by detecting drag strip and adapting?
Not urgent but definitely something to look at.

The /restart command by an admin overrides the timer IIRC
Degats
S3 licensed
Quote from Scawen :
I fixed the bug within a few hours of the first report of the bug. It would be most helpful if people do report bugs in test patches, because if I don't hear about them, I'm not likely to fix them!

I asked a few days ago on the server whether it had been reported yet - I was told "yes, several times". Evidently not reported on the forums where it would actually be useful Face -> palm
Degats
S3 licensed
Quote from superlame :This might be a bit unuseful, but a cool feature and it will bring more "realism". Can the mfd dashboard be made to work only when the vehicle engine is started up?
Something like this.

Most MFDs turn on as soon as you unlock/enter the car. If the odometer is part of the display, that's a legal requirement.
Degats
S3 licensed
Quote from detail :What do the dash and 'o' in mod description mean?

E-challenger has "-o-", Hardplan has "o--", FZ50 safety car "---", while many cars have "o-o" (UF1100T).

EDIT: Oh, I see, it's driver position, whether it's left, right or none. I wonder why Safety car has no driver Big grin

Because I haven't updated it since that was added Wink
Degats
S3 licensed
Bug: In the Model Editor, the delete (del) button on the materials list in the tri tab seems to show up/disappear somewhat randomly while scrolling.
Degats
S3 licensed
Quote from DarkTimes :Also I haven't coded in .NET for years, I'm a Java developer these days, so I don't really understand all the different versions of it and how they fit together anymore.

TL;DR is that 4.5 is the final version of the traditional .NET Framework, 5 and up is based on .NET Core
Degats
S3 licensed
Bug:
You can't place chalk objects (maybe others too) on the ground on the crown of the roads at X=0 or Y=0.
If you place one nearby and bump the X or Y position in a way that should take it to zero, LFS gives an error "Can't move : invalid position". See attached




Quote from sinanju :I think that that the addition of a smaller 1km x 1km layout square might be good to have so that we can do something like this.

Maybe with just a road around the perimeter, and walled all round. The road is quite good to give you an idea of scale for getting a realistic track width.

Isn't that exactly what one of the blocks in LA1 already is (minus perimeter wall)? You can confine yourself to one of those without crossing a road and they're already 1km x 1km.
Degats
S3 licensed
Quote from repeat83 :
1. Are new light system can be release without new traks?
2. Are new mods system can be release without new light system?

1. No
2. Yes
Degats
S3 licensed
Quote from Flotch :
Eric : hope the highway will be open on Blackwood, you cannot make such a huge SO environment without doing the visible roads of Blackwood Big grin

Sshhh! Don't give him any more ideas until *after* this update is out Wink
Degats
S3 licensed
Do I spy a minigame? <.<

Degats
S3 licensed
I've just done a quick test of the RWAdj and FWAdj values and they seem to make sense.
Degats
S3 licensed
I can't get mine to look that bad on 4x AA, so it might be video compression making it worse - I have to turn down to 2x AA to get it to look like that.
Also check that your GPU driver isn't messing with things, because that can completely override the game's AA setting and even change the AA mode.
Degats
S3 licensed
Quote from Scawen :You should find the TTime in IS_RES now has the qualifying session time. Please let me know if it looks right. I did a quick test with the IS_RES appearing live and when requested with TINY_RES.

I've run through a couple of replays and the live and requested TTime values do seem to be consistent with eachother. The sorting is working so far Smile


One observation, the IS_RES TTime ("session time") doesn't quite match the IS_LAP ETime ("total time")

Result: id: 10 ^0[^7MR^0c] ^7Michal (michal 1279) laps: 0.0 pos: 6 total: 20:21.690 fastest: 01:51.010
Lap Time: 01:51.010 Total Time: 20:18.220 (michal 1279)

If I understand correctly, the IS_RES time is equivalent to the replay time and IS_LAP is equivalent to the time since the lights go green?

I've noticed that some packets have ETime and others are TTime - are they always consistent with the interpretation of the two times above?


Like I said, just an observation and it doesn't affect what I need the IS_RES time for.
Degats
S3 licensed
Quote from ELDemon :Hi scawen, would there be any leverage in the amount of smoke produced from the tires, would be nice to see a thicker and larger trail of smoke that would look a little more realistic, I know you probably would like a balance for performance reasons, but if you could even look at this I would be grateful. thanks.

edit: The length of the current smoke is fine but seems a bit thin

The smoke gen is changing in the new tyre physics, see https://www.lfs.net/report-dec2009
FGED GREDG RDFGDR GSFDG