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Ian.H
S3 licensed
Quote from geeman1 :Not true. The likeness of the track is also trademarked and you do have to pay license fees then also.

The reason why track owners/car companies aren't after mods is that they don't sell the mods and mods are mostly free ads to the companies. On the other hand If you try to make money by using someone elses property, it's not a surprise they will ask for a license fee.

I'd much sooner see some decent fictional content if LFS becomes modable than real content. You can use your imagination (unlike Tilke) and create some interesting tracks.. most real tracks bore me silly after a few races, less a few such as Silverstone and Bathurst.. but would be just as happy to see tracks of a similar nature but completely fictional (not just in namesake).. I'm not driving either Silverstone or Bathurst when sitting infront of a 19" screen holding onto a £50 plastic wheel drinking a cup of coffee on the straights.. so having real tracks makes no difference to me personally

The BTCC are a prime example of your statement. A few mods have been closed flat because TOCA (or whoever the head retard is) threatened legal action, A1GP was the same IIRC.



Regards,

Ian
Ian.H
S3 licensed
Quote from ajp71 :Been playing a bit more with the Corvette damage files, only problem is I cannot get the engine to die no matter how low I set the required impulse in the damage file or how hard I hit something. Is there some kind of additional value somewhere that's causing the problem? Maybe a feeler or engine position setting?

I _think_ I had the engine die once in the Vette, but it was from an accident in an awkward position.

From my XRT damage.ini file, I have the following:

[PHYSICAL]
RadiusAdd=0.6 // Base radius to apply damage
RadiusMult=0.00014 // Multiplied by collision impulse to increase radius
RadiusMax=1.6 // Maximum radius to apply damage
[B]Engine=12000.0 // Impulse to seize engine[/B]

The Vette has 30000.0 for the Engine entry.

I can bash the XRT about quite a bit (everything crunches, bumpers and bonnet / rear wing fly off).. but can quite easily kill the engine with a nasty shunt into a wall or similar.



Regards,

Ian
Ian.H
S3 licensed
Quote from Inouva :AHAHHAHAHAHAHAHAHAAH ONFG i That a GAME????!!!!!1111One!!3

Yup.. rFactor running Team Tundra's Law Mower mod and my Local Park track



Regards,

Ian
Ian.H
S3 licensed
Quote from AndroidXP :I'm not too fond of the wheel going light on understeer, though I don't really have the racing experience to tell if that happens in reality or not. It just feels kinda weird, especially if you have to push past the point of highest resistance to get best cornering results...

It does so very much, even in street cars, although much more noticeable in cars without power steering.

Only car you probably won't feel a difference in is a BMW.. as that has girly (ie: light enough not to break a nail, too light to feel the road properly however) power steering and it feels like that all the time



Regards,

Ian
Ian.H
S3 licensed
All the yellow line markings are separate polys and raised from the track surface slightly (needed to stop a horrible flickering mess from happening). Looks like some are more raised than others. Ideally, these should be part of the road textures, not separate polys as this causes a heck of a lot of popping and clipping too.



Regards,

Ian
Ian.H
S3 licensed
Quote from mcintyrej :Perfect example of a modding community.

Rfactor is a bit messy to be honest.

+1 for a Steam-Like mod system.

No thanks! One sniff of steam(-like) stuff and I'm off to find another game (which I'd rather not do, especially if LFS became moddable)

All the people saying "as long as it's offline only"... I wonder how many would be wishing they could use it online when someone models their favourite car or track and how many of the nay-sayers are just jealous because they know they wouldn't be able to create decent content in a million years due to lack of knowledge / will to learn.



Regards,

Ian
Last edited by Ian.H, .
Ian.H
S3 licensed
Had another crack with this and peeked about more in the upgrades etc (just got in and drove before). The tyre differences make quite a lot of difference on the track, and the realfeel plugin is pretty cool too!

I exported a lap from a replay (excuse the fact there's no sound, rF's export function is no more than pure crap!) which IMO, really shows the body and suspension movements. Using the track-day tyres this time around. Nice work Niels

Video download (18Mb DivX)



Regards,

Ian
Ian.H
S3 licensed
Ahh, now tyres........ is something I have absolutely no idea about.. my XRT currently runs on ZR slicks, which feel horrible!



Regards,

Ian
Ian.H
S3 licensed
Hi ajp..

Quote from ajp71 :Ian have you seen Kangaloosh car factory? It takes a lot of the guess work out of building suspension for rF cars, the only snag is you need to have fairly detailed geometry measurements, IIRC it's what Niels used on the Corvette.

I grabbed a copy last night and loaded the XRT HDV file, but didn't get much further yet (only spent a few mins nosing about). I do plan to have a closer look and see if I can figure it all out, but I don't really have any specs per-se on the XRT for geometry, I guess doing some research on a Starion maybe useful to help with this part.

This was part of the reason I slowed down so much on my LFS conversion. Getting the models ingame, looking ok and running was easy.. getting them feeling right with no previous physics editing experience (or any real knowledge for that matter) was a challenge



Regards,

Ian
Ian.H
S3 licensed
Quote from Inouva :HAHAH or the cutgrass whit engine

http://www.nogalpark.com.ar/imagenes/minitractores/22hp.jpg

Heh.. nothing wrong with that! I actually built a track just for that style of racing



Regards,

Ian
Ian.H
S3 licensed
Hi Neils..

Quote from Niels Heusinkveld :Morning Ian,

Those framerates are killin ya! What about dx7 mode, no AI cars? Plus did you do the 'frames rendered ahead=0' trick (using RivaTuner)? If you that and manage to get the fps up to 60+, it becomes quite a different experience.

Not tried DX7, but did do a solo test run to begin with (although didn't check FPS). I'll check next time what I get solo

RenderAhead is set to 0 with RivaTuner and a few other tweaks within it too. Used to be much worse when I only had an onboard gfx chip and the chicane at FE Green / Gold at the last corner dropped to ~8fps.. somehow still managed to be "drivable"


Quote :I've said enough about how I feel about the DFP.. I...umm dislike it. I would not calibrate more than about 450 degrees with it, just to make its internal resistance 'acceptable'.

I'm not really a "hardcore gamer" so don't spend a great deal on things for gaming although when I tried Bladerunner's G25 when I dropped round there one afternoon.. it was a cool feeling.


Quote :Glad you agree its better than most though, I always post at the LFS forum because.. if an LFS player likes an rFactor car, something must be quite good somewhere..

Credit where credit's due and you've definitely managed to achieve the 'connected to the road' feeling My main dislike of rF is actually the AI and ISI themselves. There's some great content available for rF and believe there'd be a whole lot more if ISI actually bothered to document anything.

I like the materials you've used too. Actually looks like a car, not either a plastic box or a glass ornament

I'll be giving this another test drive later (with realfeel) in between packing.. off to Amsterdam Thursday and then to Prague for a 6 day stag "night"



Regards,

Ian


PS: Fancy offering some advice (not looking to be held by the hand, just some pointers really.. I learn by doing, not having it done for me ) when I get back on how to achieve such physics? Would love to get the XRT I converted handling nicely and more like a street car than a hovercraft I'd be happy to send the current build to you. Just don't laugh too hard.. I'm a "getting things in game" person, not a physics / sound guru
Ian.H
S3 licensed
JT: Yup, using a DFP (set at 720 degrees). I will grab the realfeel plugin at some point as I plan to add some config settings for it to an update of rF Ignition at some point but had given up with rF before it was released.

I did notice that if you shift the weight around in the corner, you can definitely use your right foot to steer it and keep it there in a smooth powerslide too (but there's a limit that can be reached.. as expected.. but it feels a _LOT_ better than most other rF mods in this respect, which most seem to suffer the age old F1C issue of "more than 10 degrees and kiss ya arse goodbye!" syndrome).

I only did maybe 20 laps and the track's pretty tight and 1.3miles long and as I say, not touched rF in ages (actually not played any racing game for a couple of months) so I suspect I need to get used to things again. That said, it didn't feel "horrible".. I guess I was expecting a little more front end bite, even from a road car.. but then again, it's a Vette.. and getting US cars to corner is like getting blood from a stone


Niels: I'll try some more and a few other tracks (only ISI addon track I have is Silverstone) and will have a gander at the realfeel plugin sometime too (and adjust the sound stuff in the PLR file). 60fps is just a dream however, I get on average nearer 30-40, 20 at the back of a grid with 11 AI, 6 cars visible.. my FX5900XT don't cut it for much more than that, but it still seemed fine to drive (maybe I just got used to lower FPS over the time).

I didn't change the setup much, just the fuel.. so I'd need to give it a proper test really, the above was my first initial thoughts. I do prefer street cars to GTR style cars too, so this could be fun.. shame the AI is a pittance in rF as I don't play it online


ajp: Track's 'Ashtown Park'.. my first attempt at track building built about a year ago, but never completed it how I wanted it to be so never publicly released it.



Regards,

Ian
Last edited by Ian.H, .
Ian.H
S3 licensed
Quote from Ball Bearing Turbo :DAMN.

Now I'm going to have to buy this POS to test this mod out; I was waiting for the updates.

Are you planning on making any more cars in the future Niels?

Who else has tried it? Let's have some feedback.

Haven't touched rF in months.. but decided to take a look.

Understeers like a bitch, but that may just be a natural trait of the car, I've not driven one.. but it felt pretty good anyway.. running rF 1.150 without any external plugins.

Suspension movement is very noticeable, even in the replays, which is a rarity for ISI as the replay physics are normally highly dumbed down and cars seem to be permanently "flat". Couple of screenshots attached showing some body movement



Regards,

Ian
Ian.H
S3 licensed
Quote from Austin31287 :Well i tryed many times to do a render but it never work or goes wrong so if any 1 can do it plz i be soo gratful

You already posted this in the correct, 'render my skin' thread. Why did you think you are more important than the others asking? Why create this duplicate thread?

Personally I'd skip your skin completely now, out of principle.



Regards,

Ian
Ian.H
S3 licensed
Oh yeah! just what's needed! A bunch of Chelsea Tractors™ running around a race track.

Should they come with dappy tarts that can't drive for beans too? and 6 screaming kids in the back?



Regards,

Ian
Ian.H
S3 licensed
Index listing's is very simple with Apache, nothing complicated

I've attached a .htaccess file zipped up. Unzip it and upload it to the directory on your web host that you want to list the files in, so if you have your files in say; mywebhost.com/results/ put the .htaccess file in your 'results' dir in your FTP account.

Just open the file in wordpad (or a better text editor, notepad will probably throw a fit) if you're curious, but you'll see it's a single line, with the info that Dustin posted above.

HTH



Regards,

Ian
Last edited by Ian.H, .
Ian.H
S3 licensed
Glad it's a useful tool, and yup, would be nice to be integrated at some point into LFS if possible, as an option of course as I know some have multiple installs within the same dir and may wish to watch old replays with an old exe (the reason I added the multiple exe part to the prefs).

I've got a few things to work on for an update (exporting MPR results in other formats than HTML and a bug reported for incorrect laptimes in some circumstances).. so I'll look into adding a feature for auto delete too.. probably something in the prefs where you can define a "minimum version", anything older will be removed, or possibly a menu / toolbar option that'll prompt you with a list of all versions you currently have for replays and let you pick from the list which version to keep, any older will be removed. Either way, it can be done and I'll try and get something sorted.. but any preferences by people on which way they think they'd personally prefer to have it handled.. I'm open to suggestions



Regards,

Ian
Ian.H
S3 licensed
Quote from DeadWolfBones :Knew I could count on you to pick a fight.

ETA: You a big Rush/Dream Theater/Pink Floyd fan? ;]

You asked specifically who isn't a fan.. I'm not

Floyd's ok.. never heard of the other 2.. but I'll listen to most things from Jazz / Blues to 80s / 90s happy hardcore.. but off-key "music" really doesn't do it for me.. be it an indie band or whoever else... it's like rap, people talking fast, no actual musical talent.. indie music isn't just talking fast, granted.. but the same "musical talent" exists.



Regards,

Ian
Ian.H
S3 licensed
Quote from SilverArrows77 :IMO /ban CHEATER 999 sets a very clear example/warning to the rest

[ snip ]

DELETE FROM `users` WHERE `username` = '$cheater';


works even better :drevil:



Regards,

Ian
Ian.H
S3 licensed
Quote from DeadWolfBones :Title dripping with irony, obviously.

My other forum of choice is a bit of a snarky indie-centric music board, and I'm wondering if any of you guys are cut from that cloth as well.

Anyone here not really into Muse and/or Rammstein?


Most _DEFINITELY NOT_ into anything of the sort. Fake wanabee rock bands? give me a break!

I do like many other genres though, ones where people can actually play instruments and can sing in tune.. not tone deaf fools like most indie bands seem to be who "sing" (I use that term _very_ loosely) about as far off-key as I do in the shower.



Regards,

Ian
Ian.H
S3 licensed
Kevin 'Bloody' Wilson - The Featherbrain Championship :banana:
Ian.H
S3 licensed
Quote from wien :Heh, you could do that as well I guess. By building actual PHP code and using the evil, evil eval function...

Hope it works out though.

Heh.. "if eval() is the answer, you're asking the wrong question"



Regards,

Ian
Ian.H
S3 licensed
Quote from Inouva :If is stupid to use that program and ban to people, why they created that program?

It doesn't bother me whether people use the original driver models or the spectator versions.. hence I had no problem in coding the tool. Some other people seem to complain, but that's probably why they haven't coded one



Regards,

Ian
Ian.H
S3 licensed
Quote from Inouva :If is stupid use the LFS player hacker and ban pp for using that , why build that program?

... and in English, you mean............................ ?



Regards,

Ian
Ian.H
S3 licensed
Quote from frankwer :3dsmax is the best way to make tracks...EOD.

Agreed! I'd _far_ sooner see some 3DS plugins released (at the appropriate time) , just as ISI did for rF (but with real support and some actual documentation).

Building a track with tiles!? HAH! Even Generally track creation is more involved.. I can only imagine the tracks this tile thing will create.. and it's not a good mental image. :scared:

While I appreciate the coding skills that has probably gone into the project, the project itself is nothing more than a joke



Regards,

Ian
FGED GREDG RDFGDR GSFDG