Based on my short testing, when using the "mouse / keyboard" control profile, it did fix the arrows adjusting brake bias.
While using the "wheel / joystick" profile, like I normally do with my wheel/pedals, the left/right arrow keys still adjust the brake bias. Not as urgent or disturbing as the previous bug was for the keyboard users, but still, this might not be an intended behavior either. (I don't have any keyboard arrows assigned to any other functions in the "wheel / joystick" mode)
Hi! Just for the record, the Swirl will be featured in the RTFR-CCCC event tonight! Come see it (well, many) racing at https://www.lfs.net/forum/post/1996863#post1996863 , no signup required, though join early, the server might get full fast!
(gratulálok a modhoz, nagyon részletes lett, szép munka az autó, amivel anno a jogsit szereztem - fekete színű volt )
I wonder if the background (opaque black rounded rectangle) behind the events could be extended below the logos themselves? Something like the mashup I created and attached.
For the logos which do not fill the 16:9 frame with content (therefore can play with transparent parts around them), they look less "floating around" with the background behind them, therefore better, more attached to the event infos in my opinion. The middle poster-like logo of the RX champ looks worse but acceptable, though I would like to see events using their custom sized logos, and not going for filling the 16:9 frame with content at all costs. The third event on my mashup uses the sole RX logo, with a consistent width (like the fox friday logo).
Tried B10, works great! Tried to click through everything to test, didn't find any bugs. I like how it fills in the username when clicking on "Sign up" for an event that uses the lfs.net signup system. Nice touch!
As someone who is dealing with events regularly (also organizing, partly), I really like seeing the events in-game. It does give the in-game part a little bit of more dynamic content, hopefully giving more exposure to events.
I noticed the max. 24 char limit for league names, if above that, they are omitted. At first glance, I did miss the league name from the CESAV event (also SuperStock and RTFR), but they have a very long name. Of course overflowing has to be handled somehow, so I'm not sure what's the best way to get around this.
(should we continue giving feedback here, or in the B10 test patch thread? )
Just to add my two cents as an overview:
- YouTube:
When a stream gets scheduled on YT, it gets an assigned URL (for example https://www.youtube.com/watch?v=1dDQ0lIsXY0) for the stream, which can be used to watch the stream live, but also it will be the same for video-on-demand watching after the livestream ends. Important though, there is a special URL on YT, which always points to the currently scheduled, or currently live livestream (otherwise to the channel page). It looks like this: https://www.youtube.com/simbroadcasts/live . If someone opens this link during a livestream, if I recall correctly, that redirects to the assigned video URL.
- Twitch:
Stream always goes live on the channel page, there is no stream scheduling (as far as I know), so viewers can always only watch the livestream on the channel page: https://www.twitch.tv/simbroadcasts .
After stream ends, like Michal says, the VOD gets stored (like https://www.twitch.tv/videos/1440374598 ), but I believe this is an option that the channel owner can control (whether to store streams for VOD watching, or store no archive footage).
EDIT: also important note: the VODs on Twitch are not accessible forever - for the SBTV Twitch channel, currently only the two most recent past broadcasts are watchable (3 and 12 days ago), older videos are not. So linking to a Twitch VOD might become a dead link quite soon.
Last edited by MandulAA, .
Reason : added Twitch VODs note
As far as I know, LFS Leagues section already has this function of accepting and managing signups. For each season, organizers can independently opt in to use this function, or set the signups as "Off-site signup" which can be a link to an other website/form/forum section etc.
Welcome to the licensed club!
While most races and servers are using S2 or S3 content consistently, sometimes there are races which happen on S1 tracks with S1 cars: that's the case for tonight's FM GTi Thursday race as well. (BL2R / XFG, XRG; One-shot quali starts at 19:30 UTC / 20:30 CET, then two 16-laps races, all broadcasted live by Sim Broadcasts on Twitch: https://www.twitch.tv/simbroadcasts)
A popular combo, we expect the server to be full with ~40 racers tonight I noticed you mentioned race and cruise as well, but if you feel like racing tonight, feel free to join!
Contact the devs using the form below. Make sure to include all the info (that could prove you are its owner) you know about the other account (email registered to, maybe registration date, proof of purchase of your S2 license, etc). I'm sure they will help you.
Yes, the part of joining the track with XRG was important, forgot to highlight it. Actually, I think that option was always visible there, up until the 0.7A update - it went missing now, only available when joined on track. Not sure about the reason why.
Welcome!
The option you probably are searching for is Auto clutch. Join the track with XRG for example, go to Options - Driver and at the bottom, set Auto clutch to No.
When you rent or create a free server, you can always see the IP which you should connect InSim to, on the https://www.lfs.net/hosting/admin page. You will have to whitelist the IP from which the InSim app will try to connect, though (in server settings on the same page).
Definitely not, basically most of the racing scene wishes for these kind of improvements. The times outside the Top 40 could be greyed out but still visible, or maybe even incorporate is-the-player-still-on-server check and also style those laptime rows of offline players somehow else (I might be getting away with the suggestions now : maybe it could be live/dynamically reallocating those 40 spots so that if lets say 12th laptime driver is not present on server, it automatically shows 41th time as normal laptime, since they will be able to race because of an extra free spot).
A qualifying mode for one-shot qualifying would also help tremendously, especially in events doing that type of a quali - mainly to decrease confusion and eliminate the mess that comes with guarding and managing track joins/spectates, making sure everyone is only doing one hotlap, and making sure only those are allowed to join track, who actually fit into the Top40 when the session restarts and race starts.
We could use some other racing-related features as well, couldn't we?
Last edited by MandulAA, .
Reason : added some more ideas
Nothing major, except a short surge happened tonight, the master server was probably still fine. You can always check here: https://www.lfs.net/online/activity
The error you see is saying that the AI path (.knw) for the given track/mod combo is not existing yet, therefore the AI has no idea where and how to drive. Those paths have to be generated for the AIs to be able to drive on the tracks with mods. 0.7A doesn't have this feature, while, as others are saying, test patch 0.7A2 and higher have it. Try installing the latest test patch (0.7A9), and notice the AI path generating messages upon adding the AIs with mod cars to the grid. If that completes, you will be able to start the race with them.
Skin template generation works fine for all types here, a handy tool for skinning!
I know the thread isn't for suggestions, but since the optimization was a topic, I'd like to propose a one-click on-demand solution for deleting obsolete mod folders inside /mods. It could be a simple maintenance-like button for cleanup in a place like Options/Misc or whereever it fits. For obsolete mod folders I mean those, which have multiple versions downloaded (like ~004, ~005, ~006, ~008 with 008 being the newest and current, others obsolete). To be honest, I'm not someone who regularly visits servers like Just a Ride with lots of mods, but even I had 1,5 GB of accumulated cached mods in the folder, and I recently found myself selecting the older versions and deleting them manually to make up for some space (roughly half of them were obsolete versions).
This would make ratings a little bit more transparent without exposing individuals with usernames for sure. Over at Discord we also had the idea of letting only those rate, who downloaded the mod (or to make it more strict, if there is reliable data, make them try it out by creating a limit of travelled distance, maybe some Km's, before allowing them to rate the mod).
Just wanted to add, there is a significant speed increase due to this compared to the intermediate file method on 0.7A, and it's welcome! My LFS 7A copy is on a fast NVMe M.2 SSD, but still takes like half / a second to get the mod ready - using memory is much faster of course, that's no surprise.
💭🛠 Want to discuss modding in LFS? Have any quick questions about using the LFS Editor, or just want to show off your creations? Dedicated channels for modding-related discussions have been created on the Live for Speed Community Discord Server, which has over 2,200 members now!
➡️ Join now using this invite link: https://discord.com/invite/wZrUTJN , or by finding the server in Discord's Server Discovery feature.
Really not sure if it's a bug of the mod or LFS itself, therefore I post it on the mod page and here as well:
There is a weird skin mirroring/wrapping anomaly when I select the blue/white pre-made skin for the DORITO-GTO (second colour preset):
Right when I join the server and choose the car in Garage/Mods, I start turning the car on the Garage screen, the left side of the car has the Dorito logo mirrored. However, once I join the track and check it out on-track, it's correct. If I check it in garage again after that, it's correct there as well. It remains good, until I rejoin server and check it in Garage again.
Demo video: https://streamable.com/6srm1r
Mod page: https://www.lfs.net/files/vehmods/80D0BD
I'm on 7A5, happens with 7A as well.
Last edited by MandulAA, .
Reason : added /wrapping