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Gutholz
S3 licensed
Quote from Papator :Hello

I spotted a problem with the AI's braking behaviour at the pit entrance on Westhill.

Does this happen with the test patch, too?
https://www.lfs.net/forum/thread/106005-Test-Patch-D52
It has some changes to AI. A few changes regarding AI and pitlanes, too.
If it also happens with that patch then you could post in that thread. Probably best to attach some replays and as much info as possible.
Gutholz
S3 licensed
Quote from YukselYilmaz :The relationship between the rear wheel slide (s_r) and the lateral momentum (a_lat) is expressed by the following equation: s_r = (I_r * α * w _r) / v

Here:

s_r, rear wheel slide
I_r, the moment of the rear wheels
α, the angular momentum of the rear wheels
w_r, the angular speed of the rear wheels
v, vehicle speed

What if the car is not moving?
With v=0, you divide by zero and the car explodes. (WR trick)
Gutholz
S3 licensed
Quote :Im quite surprised on this ban

I am not surprised. Shrug
Viper: shitposting is sometimes funny but you use too much toxic sarcasm.
All the jokes about mods, cruise servers, VW have been posted hundred times. It is not clever anymore and annoying to skip over when reading forum.
Gutholz
S3 licensed
Quote from rane_nbg :Tnx, that's good to know. For delta to be calculated there has to be also some reference path in the track against which a car path will be evaluated. That is why I was suggesting that race line coordinates are also available through inSim. Car coordinates and velocity vectors alone are not enough.

Raceline coordinates are one way.
Another option is to record your own racing line.
Just record the coordinates over a few laps and eventually you will have enough data. If LFS's path node system is not accurate for your needs, then you can make your own system.
The advantage would be that it works on custom configs, too.
Here is my racing line over a full race on a custom layout:

So during a race, one could compare current speed etc. against such recorded data. Just needs to squeeze that data in some useful data structure.
One way could be to divide the map into grid fields with size 1x1 meters and for each grid cell you save the average speed.

In general, lots of features can be implemented by anyone via Insim.
(Many already are)
It is a very powerful feature. I believe it is more useful to ask the developers of tools like LFS Companion etc if they want to implement new features.

For me, the blocker to write such delta-time tool is:
1) For whatever reasons, I can no longer get the c++ library to compile/link.
2) Personally I do find this delta-time feature not so useful and I am not so interested in it.
My logging code is pposted somewhere on forum, if somebody wants to build on that or needs a starting point.
Gutholz
S3 licensed
shift+F turns off all GUI, including the connection graph.

Beside that, I am staring in disbelief at your screenshot Looking
The graphics look so broken, I think those few pixels from the connection graph are the smallest issue. Wink
What hardware is that and how many fps do you get?
Gutholz
S3 licensed
Quote from rane_nbg :One thing that comes to my mind is to enable access to race line coordinates via inSim, if there is one available, it may be useful for calculations of time delta. Or access to other players' x,y,z car coordinates and vx, vy, vz velocities.

Insim can already read the coordinates and speed of every car. I believe it was the MCI package. I only used it during replays but if I remember correctly it also worked during races.

My personal opinion: Such feature might be useful, as in: It allows you to perform better. But I am unsure if it is realistic to have such precise real-time information.
Gutholz
S3 licensed
Maybe the thought is like this:
The caption on the button should be what happens if you click the button.
With this button you can "Unlock Live for Speed."

With it says "Demo racer" then it looks more like a status/information field. It does not look like something that you can click to perform an action.
Gutholz
S3 licensed
I think you need latest test patch: https://www.lfs.net/forum/thread/106005-Test-Patch-D51

Usually those test patches are only for...testing. But in this case some servers use it as if was a normal release.
I assume there were many new features for mods and they did not want to wait for stable release.
Gutholz
S3 licensed
Thumbs up
good choice, think such car fits LFS nicely.

Not sure how reliable Discord is for storing pictures, maybe better to post as attachment to LFS forum?
So when it is time for review/public there will no problems from dead pictures.
Gutholz
S3 licensed
Quote from Günni92 :The published variants are already "outdated" and I will update them soon. Though because every iteration has to go through the review process again, I will not pump out version after version for minor changes, but rather wait until the next comprehensive package with major improvements is ready.

Thanks for considering that problem. But you can update your mod without it needing to be reviewed again.

Quote :PS.: Can anyone tell me if the previous version stays published when I upload a new mod archive? I'd love to still be able to host a server with all the cars while the next iteration is already in review.

Only the latest version is playable.

You can enter some text when you update the mod and it will display in a changelog on the mod's page like this:
https://www.lfs.net/files/vehmods/56D573?changelog
As you see, this mod has had 12 updates and it is no problem. Some mods have 50+
It is good to enter useful text there, so players can see what was changed.
Gutholz
S3 licensed
Nice compilation.
At the finish "straight" you cheated a bit by going over the grass. Uhmm However, I think the gap was large enough either way.
Sometimes people used to complain that getting gold in the overtaking lessons are too hard, now we have an example to refer to.
Gutholz
S3 licensed
The way I have seen it used, theoretical PB is just the sum of your best split times.

Lap 1:
split-1: 10s
split-2: 7s
laptime: 17s

Lap 2:
split-1: 9s
split-2: 11s
laptime: 20s

So the theoretical PB would be 9s+7s=16s
Gutholz
S3 licensed
kristofferandersen wrote "added laptimes" to his LFS Companion app, but I have not used it.
https://www.lfs.net/forum/thread/97129-LFS-Companion
Maybe try that or suggest it to him.
Gutholz
S3 licensed
Quote from Günni92 :I am unsure now though if creating my planned mods would only needlessly clutter the LFS mod library or if it'd still be a valuable contribution?

That is indeed bit of a problem.
I would really concentrate on the XRT because FXO and RB4 versions already exist.
As a player I do not really care if the class is called "Supertourer" or "Clubsport" but I think having both would fragment it too much.
In my opinion, the best way to create a well matched class of cars is to contribute to an existing class, instead of making another one.
To me it is also important that the car is not only different in physics but also looks somewhat good.

Quote : I this case I guess one gearbox type has to win and that would be the sequential. But we could create a derivative mod with the H pattern gearbox

I think XRT could keep H pattern.
In GTR the FZR also H pattern among sequential XRR and FXR.
I am not a fan of creating every possible derivative mod, I feel if the car lose character if there is too many very similar variants.

Quote from Avraham Vandezwin :Today, those (like me) who have little time to devote to gaming and enjoy racing, prefer to play offline with a single generic setup.

I am not good with tweaking setups either. But just ask for a setup, in my experience usually multiple people would send theirs. Just make sure to ask ahead of time, not when everybody is busy.
Gutholz
S3 licensed
This is actually good for a first model. I prefer it over all the other sketchfab conversions.

I think what would improve it, is adding detail to those sharp 90° edges on the engine hood, the dashboard, and some other places.
In real life there is rarely such a sharp angle, so it tends to look artificial. (like LEGO bricks or early 3D games)
It is a very blocky van but all edges still have a small radius roundness to them.
For example see the front corner in this picture:
https://upload.wikimedia.org/wikipedia/commons/c/c7/Chevrolet_P30-Stockholm_%2830059744824%29.jpg
Maybe textures can also help but I do not know too much about that.
Gutholz
S3 licensed
Maybe have some scribbled red marker or tape on the RPM gauge.
(As if someone had marked the best upshift point)

Also maybe have the trailer hitch only in the config with roof gear rack?
If I was to race this car, those two things would be my first changes. Tilt
(some applies for EMKO)
Gutholz
S3 licensed
Please change vehicle class from "Saloon car" to Truck.

Only 1711 kg?
2,74 tons according to wikipedia.
Engine should be 4 Cylinder and 80 bhp.
Last edited by Gutholz, .
Gutholz
S3 licensed
The setup works normal for me.
I downloaded, double-clicked to automatically copy to LFS and can select it and drive it.
The characters in name are no problem.

For test, I tried what happens if you have an invalid setup file:
I renamed readme.txt to FBM_test.set and copied it to setups folder.
That behaves like your problem: It shows in the list but when you click it then it will select the default setup.

So my guess is, the download somehow failed. Maybe the browser downloaded a 0kb file or such.
Trying downloading again.
Gutholz
S3 licensed
I had never heard of "dipped beam" before and had to google what it means.
My first guess were moveable lights like on XRT or Lotus Esprit:


google:
"low beam" 12.600.000 results
"dipped beam" 574.000 results
Gutholz
S3 licensed
Hi
I have never had that happen.
Can you link to the setup? So others can try
Gutholz
S3 licensed
Hi,
I think such group between TBO and GTR is a good idea.
Someone made an FXO SUPERTOURER and in response others made the RB4 SUPERTOURER.
https://www.lfs.net/files/vehmods/9283E8
https://www.lfs.net/files/vehmods/D06344
As I understand, those two are meant to be equal competitors.
Just XRT is missing. Uhmm


They have only a tiny bit less power than your suggested specifications.
Since nobody made an XRT variant yet, it might make sense to start with that and balance it with the other two.
Gutholz
S3 licensed
You can also go to https://www.lfsworld.net/?win=stats&racer=zeeaq and click "race last race information" to see all your past races.
Then pick a day from the calender, click on "Details" and the blue "I" (Info) icon next to your name. (Or any other racer)
That will give you a list and graph of laptimes. No split thoughs.

Also I think it only lists races that were completed. Not 100% sure, but I think if the server is set to 50 laps and you restart from garage to do multiple 10 laps practice runs then it will only show the last run.
Gutholz
S3 licensed
Do you mean the strange bend of the AI's path in the middle of the turn?
Is that with test patch or normal version?
If it is normal version then try latest patch, it has some changes to AI.

If that happens with test patch then you could post feedback in this thread:
https://www.lfs.net/forum/thread/102117-Test-Patch-D4-%28now-D48%29
(Maybe with more info: track config, if it happens with all cars etc)
Gutholz
S3 licensed
You obviously are putting lots of effort into your mods and it pays off. Thumbs up
Happy to see that you also got the license.
Gutholz
S3 licensed
Quote from Metalmoltres121 :where it go

Chansonje had lied about this model being his original work.
It was ripped from another game.
FGED GREDG RDFGDR GSFDG