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.
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.
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
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.
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.
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
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
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"
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.
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
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.
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
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.
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.
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
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.
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.
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
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