The online racing simulator
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gu3st
S3 licensed
The AIs do calculate fuel and do pit if they need fuel.

The AIs also haven't learned on their own for over 10 years when Scawen overhauled the AI waaaay back. The initial release of AI learned but was dreadfully slow.
gu3st
S3 licensed
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gu3st
S3 licensed
lmao he'd rather whine on the forum
gu3st
S3 licensed
Not that I know of, but I have faith that things will work out. Although I'd argue that the current Canadian dollar should push us into one of the cheaper licence pricing zones Tongue
Last edited by gu3st, .
gu3st
S3 licensed
That's not at all official gameplay. The description even says it's a simulation of what it _could_ look like, but is otherwise unofficial
gu3st
S3 licensed
You can try writing a message to the developers here https://www.lfs.net/mailus
gu3st
S3 licensed
rally
gu3st
S3 licensed
It's just not a good use of Scawen's limited manpower to even try to concept anything. So many things can change between now and then, that it's not worth the thought process. Sharing these thoughts are even more dangerous due to how maniacal this community is

There's nothing for YOU to plan as you're not a developer of the simulator
gu3st
S3 licensed
You've put the cart 10 miles before the horse.
gu3st
S3 licensed
Interestingly, you can actually use dxvk in Windows as well just by dropping a few DLLs in the application folder.
gu3st
S3 licensed
https://en.lfsmanual.net/wiki/File:HowToAssignAxis_Ani.gif

You might need to toggle "Invert" for your throttle/brake/clutch axes.
gu3st
S3 licensed
I don't think full servers are much of an issue.
gu3st
S3 licensed
Yes. Why use many words when few works good.
gu3st
S3 licensed
Quote from RC-Maus :@gu3st Think not many guys want to rent a game. And about ACC I like it but have hardly hours in it so maybe don't like it that much.

Atm I play mostly Wreckfest and I hope LFS will get that netcode Wink But I must say it's hard on server and with 24 players on server the server uses arround 20% cpu (4th gen i5 at 3.6ghz) and 12mbit/s.

When I whatch LFS server when it's busy it's 3 a 5% cpu usage and cpu is often at 800hz. 47 cars online uses less the 1 mbit/s
But cars also bit jumpy in lfs.


edit: mbit/s must be MB/s

ACC is probably the best package of "features in a sim" but I still have never managed to join an online race in ACC, and racing against AI doesn't really enthrall me.

Meanwhile I drove 250 races in 2019 in iRacing.
gu3st
S3 licensed
Quote from RC-Maus :Think it would be totally new game when update gets released.

Think/hope many old lfs guys will be back.

But it's awfull quiet from dev side atm Smile

I don't know how correct you'll be. At this point it's LFS playing catchup to other sims like iRacing, but LFS is like a single guy building a log cabin versus a 50 person crew pouring concrete, framing, and throwing up walls every hour.

For myself, LFS holds a special place and there's still things that it does much better than any sim on the open market, but the places where I felt LFS always thrived.. other sims have caught up and surpassed.

iRacing's new tyre model has some flaws, but it's by far the best tyre they've created. You can slide and recover slides and actually drive the car over the limit without fear. The damage model is very cool and has improved racing because people realize that contact can be and is race ending.

Now LFS' implementation of day night cycle looks like it'll be really good and significantly better than iRacing's, and on par with ACC. But I don't forsee much endurance racing in LFS anymore outside of 1 off events.
gu3st
S3 licensed
That doesn't even have the information of the latest implementations where heat from the sun and tyres gets worked into the track surface (and underlying ground) which affects how the track convects heat during day/night cycles as well as it simulates the "initial" track state based on the weather of the session.
gu3st
S3 licensed
Quote from Pasci :Very impressive lighting / shadow effects Thumbs up

South City also looks very impressive ... and with the many details you can see Eric's hard work too (but I didn't doubt it!). Thumbs up

If the windows of the cars were transparent, the models could run smoothly as new vehicles. Uhmm

Van Racing...

Pickup Truck RallyX...
gu3st
S3 licensed
Quote from Bose321 :I've heard that the Index is sold out in a few parts of the world because of the new HL game. Seems like there are one or two people that are willing to spend money to sit with a stupid helmet on their head, who would've thought. Smile

Clearly you haven't used VR.

It's amazing, especially for racing simulators.

HL Alyx is going to be the first VR AAA game. Everything else has been a tech demo or throwing floating hands into a normal game.

It's super exciting.
gu3st
S3 licensed
Quote from cargame.nl :so what you are saying is a more high res car model would improve the situation? *cough*.. OK Smile

Even some tesselation might help?
gu3st
S3 licensed
You know... I'm kinda worried now that Scawen mentioned he has a Titan GPU. All these lighting effects will probably hammer a weak GPU.

Hopefully Scawen kept a 6xx series GPU around to test on ancient hardware Big grin
gu3st
S3 licensed
There ain't no mods around these parts.

But yeah, environment good. Remote work good for environment as people can spread out and contribute without commuting needlessly into a central area, driving up costs and wages for that central area.
gu3st
S3 licensed
There's plenty of examples worldwide that show that socialism doesn't include mass imprisonment and torture of the population.
gu3st
S3 licensed
Additionally, Steam Audio is just a C++ library. It has nothing to do with Steam as a distribution platform outside of the name.

Adding additional speakers is unneeded to simulate great surround audio. You only have 2 ears after all.

Game engines can properly simulate sound in a 3D environment, it doesn't need superfluous technologies.
gu3st
S3 licensed
Honestly something like Dolby Atmos doesn't make sense if you're building a game. With headphones you can already perfectly emulate surround sound with sounds that are emitted from the location they are in the 3d world, with the appropriate simulation of the doppler(?) effect this should produce realistic audio. Most game engines (and I think LFS does) support audio emissions as part of the game world. You can go further and add the game world to interact with the audio (creating echos in tunnels, etc).

Valve has an interesting offering for 3d space audio as well in Steam Audio: https://valvesoftware.github.io/steam-audio/ which also allows for the kind of world space audio simulation that could be interesting

If you have speakers, something like 4.1 should be able to also replicate that audio (but not as good as headphones).

For films it's relevant because you want to simulate positional sounds that are added in post-processing, so you need to be able to simulate a 3 dimensional space around the camera.
Last edited by gu3st, .
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