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himself
S2 licensed
Quote from Belgrom :in NFS Porche , the driver moves the hands when he changes of speed, I do not believe that it is so difficult to do it in the LFS


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Look at the movement of the wheel in NFS Porsche and in LFS. In NFS the driver rotates the wheel maximum 30 degrees to the left and to the right. In LFS it is shown a lot better and more like in RL - driver rotating the wheel up to 720 degrees and changing hands while doing it. It would be hard to synchronize such hand movement with changing gears.
himself
S2 licensed
+1

The starting position would be cool or the amount of positions you granted/lost. Like +3 or -2. Like in F1 coverage on TV.
himself
S2 licensed
I think detection system is not that bad.The only problem is the fact that the whole force (or major part of it) transfers on the movement of the car. IRL the force destroys the car at first and secondly makes it bouce off. The proportion is not very fortunate now.
himself
S2 licensed
Here's interview with Robert on GPupdate:

http://f1.gpupdate.net/en/news ... after_his_terrible_crash/

In interview for the German paper Bild he was to say:
"There is polish saying - what doesnt kill you, will strengthen you. If I wanted to feel safe, I would stay at home, however I wouldnt be a race driver then."
himself
S2 licensed
Quote from DeXteRrBDN :could you tell us how to solve it?

I just experimented with the resolution of the 2nd monitor. Lower resolution of secondary monitor does not affect the gameplay that much because the center monitor is at high res anyway. You dont look at it all the time.
Some graphics bugs
himself
S2 licensed
1. Cars in the garages inside the pits look really strange since they have black diffuse color and very shiny sky-reflection on it. I think reflection should be getting lot darker when the car is not lit. Now it looks really artificial.

2. Rims and suspention elements are not shaded at all. (attachment: dark.jpg)

3. Holes in fences in places where posters are places on top of the wavey barrier (attachment: hole.jpg)
himself
S2 licensed
I think the gauges should be redesigned. They look dull and boring currently.
+1
himself
S2 licensed
Quote from Dumpy :Sweet graphics, what game is that from?

LOL its a photo.
himself
S2 licensed
BF1 taillights shouldnt be changed. They doesnt look like the ones in the screenshot.
New object to prevent cutting corners
himself
S2 licensed
I was just reading the "Cutting Corners" thread on CTRA subforum and thought that such object like this (attachment) would be very useful to prevent from cutting corners. It's immobile so nothing flies around when somebody hits it (like stack of titres).
himself
S2 licensed
Thanks for the tips. As I can see, such problems are present in light singleseeters with downforce only. I have to practice more then.
BF1 Braking
himself
S2 licensed
I dont really know if it should be called a bug. However while watching F1 races on TV sometimes you can see onboard shots with revcounter, braking and throttle axis and TC. You can see that drivers are using 100% braking power all the way through braking "zone". In LFS while braking you cant brake 100% all the way because you will block the wheels at half of the braking distance, because the speed will be lower thus less downforce and less grip. you have to modulate braking force lowering it at the entry to the corner. I think real F1 cars have braking force limiter cutting braking preasure under low speeds to prevent from blocking the wheels. I think LFs should simulate such system too.
himself
S2 licensed
I am using SoftTh to play on 2 monitors (both attached to one Radeon 9800 Pro on AGPx8 of course). However I can not figure out how to increase the performance. After setting the 3072x768 resolution I have about 17fps at single player. However 1920x480 resolution gives only 5fps more Is there a way to boost the whole thing?

edit: Nevermind. Solved.
Last edited by himself, .
himself
S2 licensed
+1
Challengers, Chargers, Cudas FTW!!!
himself
S2 licensed
I dont think ODE is good physics engine. After watching demos I consider Newton Dynamics much more reliable engine, however the defaoult cars behaviour is not very good anyway.
Interesting physics engine
himself
S2 licensed
I just came across True Axis physics engine. Its really amazing and I just cant stop playing one of the demos, provided on the homepage. Just check out the
demos package here http://trueaxis.com/downloads.html and try "Cars". Its freakin' addictive.
himself
S2 licensed
When DOFs of the player are concerned .... would it be possible to have a button binded for mouse look? I've always been missing that option.
himself
S2 licensed
It's impossible to do without pixel shaders. So you'll have to wait till Scawen learns HLSL
himself
S2 licensed
1. Author of the post is writing about the shadow of a car. Car shadows are generated with so called Shadow Mapping (creating a shadow texture and then putting it on scene objects ). It is bery common bug that a single shadow is not visible only on the nearest surface but also on every other surface in the line of light source and a shadowed object. it is very visible for example in Rigs of Rods game also.

A good solution is using stencil shadows however they are more expensive than the first method.

2. Shadows on tracks are precalculated shadows using raytracing technique. Each and every vertex is being analised if it is visible from light source. If it is it is set to white colour if not it is set to dark gray. After applying textures the white to gray colors are interpolated and mixed with textures. The reason shadows dont look very good is that not only each vertex should be precalculated (because there are not always very close to each other) however each texel (pixel on texture) (maybe not each but one per 4 texels) should be checked. This would create a precalculated shadow map for a track and shadows would be a lot more detailed.
himself
S2 licensed
Quote from Shotglass :any chance to get back to the actual question which was how is that torque bias achieved ?

Look at the attached pic. The torque split is realised simply by making one of the wheels (1 or 2) smaller or bigger. This makes one axle turn with more/less torque.
himself
S2 licensed
Quote from Ball Bearing Turbo :A) There needs to be the option to have a locked centre diff (or no diff, really).

B) The "Torque Split" option is ambiguous. How is that acheived? Why can we adjust the viscous diff's and also the torque split - how is THAT achieved mechanically? And why can I adjust the torque split with an "open" centre differential?

C) Please add the option for a clutch pack differential as a centre diff; and of course a torsen diff would be nice as has already been mentioned - but would suit a centre diff quite well.

I'm confused as to how the torque split is created if it's not action of the centre diff itself...

I dont think anyone ever created a car with locked central diff for racing. It wouldnt be very healthy for a gearbox i think.

Torque split on different axles is realised with different size of wheels, belonging to both axles, in the mechanism of differential.
himself
S2 licensed
I would say NO. I have been learning about neural nets on my university and after programming a few of different types (partialy of course) I can see almost no advantage of such solution over hardprogramming everything in such example as you provided. We know absolutely everything we would like to know about engines and how to simulate them in normal way. Its easier and you have full contol over each aspect of simulation. In neural net you wouldnt be certain about the accuracy of such simulation because learning in most cases is based on probability laws.

Btw I think current AI in LFS is made using neural nets because bots seem to learn how to drive better.

edit:
Neural nets are functioning properly in such situations like analysing something we can not desribe ourselves with mathematic equations. You provided also a good example - it would be extremely hard to hardprogram the 30x32 video screen anyliser to control a car, but is possible with neurals. however you have absolutely no confidence that the net is tought properly and the car wont turn onto oncomming traffic any second.
Last edited by himself, .
himself
S2 licensed
Have a look at this circuit. Amount of setups is incredible (A1 to K5 - alltogether 55).

http://theracingline.net/racin ... s/Bolivia/PucaraniC2.html
himself
S2 licensed
Each car should have a tire launcher
FGED GREDG RDFGDR GSFDG