The online racing simulator
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Frankmd
S3 licensed
Quote from Greboth :Catia is self explanitory, i learnt the basics quickly and then learnt extra or ahead of my lectures to stave boredem. The only problem with CATIA i found is the errors that are in such bad english they make no sense, or are in proper english but don't make it clear what is wrong and finally errors that when you do the same thing a second time work

I guess making a comprehensible error message is like the hardest thing there is, because the input isn't what is expected and there are like thousands of reasons why it might be wrong. Also, if the program would know exactly what is wrong, it might as well fix it for you...
btw, I just love that message "The action you performed on the part is unnesessary".
Frankmd
S3 licensed
Apart from that it isn't possible to put your own models in LFS, I think CATIA models come with an added difficulty that they are parametric and not polygonal models. So they should be converted first, which would probably be pretty hard as I think the CATIA filetype isn't open to the public (I guess, but not sure).


It sure would be very cool though, it would save me some time at least
Frankmd
S3 licensed
Again on a MoE day.... WHY?!
Frankmd
S3 licensed
Would it be possible to make the camerapositioning work on the custom camera's too? Right now this camera can be rotated, pitched and rolled, but not translated. I guess only my own tool and LFS TV Director would benefit from this, but it would really add a lot more realism and possibilities for streams etc.
Frankmd
S3 licensed
You can measure (approximately of course) the pit times by looking at the MCI packets. For example define a box which is the pitlane and count the time a car is within the box or measure the time that the car has zero velocity inside that box.
Frankmd
S3 licensed
The perspective on the last one makes it almost surrealistic, I like it
Frankmd
S3 licensed
In FSAE, wings can even make you slower. The car is bigger which is bad in slaloms, heavier, more expensive and the tyres might not even like/need the (very small) downforce either.
Frankmd
S3 licensed
I believe the unique ids stay the same.
Frankmd
S3 licensed
Ah right, close this one down please
Master server down [ok now]
Frankmd
S3 licensed
I have understood that since 9am CET the master server has been down.

Any indication when the master server will be back up again?
Frankmd
S3 licensed
Here's another video of the tyre deformation of race-tyres.
http://www.youtube.com/watch?v ... ;mode=related&search=
Frankmd
S3 licensed
Quote from Jonas8431 :and.. how can I get 1:03.xx in AS2 with XFR?? the WR is 1:04.84

Try harder.
Frankmd
S3 licensed
Frankmd
S3 licensed
The FFB is calculated directly from the forces working on the suspension. So the FFB behaviour is related to the suspension geometry and the way the tyres work (or the way they are coded in LFS).
Changing that would be artificial and not realistic.
Frankmd
S3 licensed
But what about damage, that is the main problem with cooling. Whenever a car is undamaged and all systems run normally, you can let a car run idle for quite a while (apart from F1 cars then maybe). Also when closely following another car, you can get cooling problems. This could be done with InSim, but I wonder how realistic it would be.

Also, OutGauge only works on one car, so how would you make it fair to all (not much fun in being the only one with engine damage).
Frankmd
S3 licensed
This is the only place I can find it at the moment:

http://www.dumpert.nl/mediabase/9484/904b3802/index.html
Frankmd
S3 licensed
Using the MCI packets and detect when they cross the node where the s/f line is located might be an option, but wether or not that will work depends on if you connect to your local lfs game or to the insim relay (due to packetloss).
Frankmd
S3 licensed
Have you read the tutorial?
Frankmd
S3 licensed
If it has the features of CS2 and the functionality of CS, I'm all for it. But if it runs as crap as CS2, I'll be sticking with CS.
Frankmd
S3 licensed
I know, it will be documented in the v1.0 tutorial (when I find time).

What it does is this:

You can give the probability a number between 1 and 100. When the program finds more then one camera that can be used to look at a car, it will use this probability number to choose which of the cameras is used. A camera with a high probability will have a higher chance of being picked, a camera with a low probability a low chance. There is no chance that no camera is being picked, so in case there are two cameras with probability=10, each camera will have 50% chance of being picked. However, if one camera has probability=10 and the other probability=50, the first camera will have 16.7% chance, and the second camera 83.3%.

When a camera with probability=100 is found, this will immediatly be chosen (so 99 is the highest setting for a camera that is still picked at random). Use this for pit-area cameras, to force them to be used instead of the camera defined for the s/f area.

Cameras without the probability setting have probablity=50.
Frankmd
S3 licensed
For that you need CS2, correct? Unfortunately I found CS2 working a lot less fluently on my desktop then CS... Haven't tried it on my laptop yet, though.
Frankmd
S3 licensed
I guess it was just some hickup or something. If it is some image-specific thing, then all I can think off is that the image is not in RGB mode (some mode with less colors) and then the yaggies are created because there are not enough colors. But I dont think that applies to your problem, looking at the screenshots...


Anyway, it would be nice if they put the sampling method option in the Transformation tool-menu. Every time you want to check how a certain transformation looks with a different sampling method requires going into settings...
Frankmd
S3 licensed
Maybe the multiplayer improvement is also a graphical improvement. The multiplayer speedup option in the menu is mainly a graphical thing (please don't shoot me if I am wrong here ) : it does not draw cars further than X m away. It also does not draw cars behind you, thats why cars are sometimes popping up if you press the look behind button.

In patch V I noticed more popping-up and generally worse looking graphics when looking behind, so maybe that is the multiplayer improvement? This also affects fps and if you have better fps, your cpu has more time for sending packets, meaning better online play etc.

Just my 2 cents
Frankmd
S3 licensed
Yes, you can also connect to your local LFS game. InSim is not a server specific thing (for example the camera control packets would be useless if it would only be for servers).
Frankmd
S3 licensed
Edit > Preferences ...

General > Image Interpolation

Check if it is set to some bilinear or bicubic variant. If it is set to nearest neighbour, you will get results like you are getting.

If this doesnt help, maybe look for a tickerbox that says Anti Aliasing that might have been switched off somehow.
FGED GREDG RDFGDR GSFDG