Incorrect. Random servers still get ddosed. RTFR retro cup is delayed because of it right now...
Sometimes 1 server, sometimes half the server list gets wiped out.
Realistically speaking, the only way to stop the attacks (if we infer that it's not going away soon) is to make the TR playerbase (nice, regular guys like you) to force the ddoser to show his hand. How we achieve that I won't suggest, as I am against that, but I don't see any other way out of this, especially since there's not really been a clear motive - it's not purely targeting one server like e.g TC.
So we're all fighting this blind. So any amount of leads would help, so at least if someone were to attempt to curb the attacks, they'd have some sort of reference point with the usernames. That's the purpose really.
(Ignore thread unless relevant to you.) Related to host downtime due to DDoS
Dear server owners, if you have any evidence or suspicious activity regarding users that may have inflicted DDoS upon server entry by server hopping/address grab, or weird behavior in general, post your observations here.
Airio server console admins if you face any errors related to server stop-start or this DDoS routine please feel free to raise any issues here.
Thinking of applying to join the AirAttack Racing Team / AirSupport Racing? Check out our website forum www.airattackteam.com for requirements!
We are a primarily demo license-centric team based in Live for Speed (LFS), with multiple active host servers and a strong member base. With a long history of server hosting, event participation and team affiliation, we remain as one of LFS's longstanding racing teams.
We can trace our roots back before the dawn of the new millennium. In 1999, an FPS style aviation console game called "AirAttack" debuted, featuring all types of aerial combat. Gathering a unique, but small community of passionate gamers and auto enthusiasts alike, these same bunch of people 5 years later migrated to, and began participating in online racing on Live For Speed around 2005. Thereafter, in August that same year, AirAttack Racing was founded.
[Some founding AA members: Punchy, Sooty, Mysteron, GroundHog, Maccwed, Walrus, Truckle, Pim, Lucage, Luke, Zoom, Anti, Aacws, and many more]
The exact period we started hosting our own LFS servers is vague, but archived forum posts on previous domain, airattack.co.uk, date our hosting debut in October of 2005 with two servers: Demo and S2. Ever since then, our focus shifted entirely to LFS, as more players joined the forums to discuss LFS events, sim-racing, server moderation tools and all things automotive-based.
Our well-known benchmark statistics tracker, "Airio" did not come to public fruition until 2009 when AA member EQ Worry developed the software on AirAttack servers and eventually released it for public use, modification and future growth, of which currently forms the Airio as we know today.
A lull period in 2013 saw much of AirAttack's founding members fall inactive, and shortly after did our website and forums, waving farewell to the airattack.co.uk domain name. Briefly, Genuine Racing and Ready2Roll team took us under their wing and allowed us a sub-forum on their website, which aided us in continuing our well-established server operations with 6 demo-only servers in total: 2x GTI, 2x FBM, Rallycross and one events server.
Towards the end of 2013 "airattackteam.com" was attained, and in 2014, then-active members established a new team website and refurbished the team and its branding. During this time, team spirit was prominent both in game and in the real world, as new members took over bill paying, general management and maintenance of AirAttack and its logistics. A full overhaul of the team roster and leadership brought back life into the team once again.
In June 2018, in a bid to inspire more young racers and gamers into LFS and sim-racing, team leaders Vim and Nova (Sean) founded AirSupport as a Junior team for AirAttack. AirSupport's primary goal is to teach and guide members about the moderation aspect of servers such as good judgement, handling conflict on track, teamwork and self improvement, while also supporting each individual in their progress up the ladder in sim-racing.
AirSupport also provided a tiered system which further incentivized hard work and dedication, where previously most only relied on Airio ranking as a gauge of seniority. Now, not only does AirSupport provide a cohesive environment for growth and development, but the scheme has proved greatly beneficial in shaping the next generation of racers in both LFS and other platforms, while giving crucial managerial skills to all.
During the pandemic in 2020, AirAttack continued to evolve its server offerings with the revival of our S2 server and later introducing an S3 modded cars-based server. As a team, we continue to proactively develop our operations and provide our members with the options to excel where they'd like to. We now operate demo servers for Rallycross, GTi, FBM and events as we always have, but now also support thrill-seeking licensed racers with our S2 Multiclass and S3 Mods servers.
On 19 October 2025, AirAttack reached 20 years of operations within Live for Speed. With the coordination from organisers Sean and Firestarter, hosted a special event, namely "Celebrating 20 Years of AirAttack", with races utilising GTi and FBM around Blackwood, livestreamed by Simbroadcasts -
... and featuring rare cameo appearance by our senior member, JoRuss.
Today, AirAttack as a 16-bit aviation game is long gone, but the heritage remains on Live for Speed thanks to continued support by current members and supporters. Without it's you, AirAttack would not be where it is today. We've only just begun.
Team Management - Point of contacts (updated 21 Oct 2025)
Overall Team Lead - Rane
AirSupport Lead & Team Advisor - Nova (Sean)
AirSupport Assisting Lead - Pukyy
Head Moderator & Technical Lead - Firestarter
Assisting Technical Lead - Ivanov
Web & HR Matters - Seven
Finance/Treasurer - DeltaS4
Senior Advisor - JoRuss
Emeritus Team Lead - Vim Fuego
Emeritus Technical Lead - EQ Worry
---
Outgoing AirSupport Assisting Lead - Berdy
Probably how your ISP routes to the LFS servers. Only recently myself (Singapore) got a better ping of 190-250ms. For 2 years it hovered at 360ms until apparently something changed with my ISP. Talked around with others and all agree its ISP related and not my internet or my cables.
You can try clicking on namelist the icon "UDP" to change to TCP and see if it helps. Different way of receiving packets while in server. May reduce your timeouts. You can also try changing ISP. May help too.
Hey! It's due to the mod vehicle loading into the server, live. Most mods are high poly count and the more complex the model the higher processing it needs. Especially with more detailed track world like Rockingham or Westhill, plus 40 other vehicles, volia you get lag.
Having a better CPU with greater processing power and a more competant GPU will minimise this lag. However I already have the average setup of an i7 core and 1050Ti and still have lag on car spawns, so that's a normal thing now.
Similar lag occurs if there is a pile up comprising of many mod cars. As the softbody damage occurs it the lag also spikes.
Your cpu and ram seem a little clapped to run LFS at any decent graphic setting. Try custom building a budget rig. With new Windows 11 coming a lot of chipsets are going unsupported soon, so you might be able to grab something. I've been running an ancient i7 2600K forever since I got the PC used in 2018. From there I just bought a bronze fan, Nvidia 1080ti and some clearance stock ram, totalling 12gb now. Runs LFS at decent graphics and most FPS shooters with ample headroom. Build's only at like 315USD total, with the initial pc and mb used...
Hi, don't mind me asking, but why was the ping column removed? I found (or used to) it useful to check my ping before entering an event server - if it was too high due to some ISP issue I wouldn't bother to join. And if it was reasonable I would get in if I could. Now I have to join the server to find out; and if the server is full, I can't even do that.
Just a minor feedback, if it's not possible anymore to reintroduce it, perhaps a general ping counter for the 4 server locations for us to keep track of our latency.
.... also, separate inquiry, perhaps more pressing right now for me - how and why has my ping increased over the years from 210ms to now, 340ms? Pre-covid, I was able to get a fair ping considering my location (Singapore), but since 2021, and most regrettably 2022 where I noticed the worst degradation, it's now almost un-raceable at 340ms.
For reference, in 2022, ping went from 260-280, straight up to 330ms, and has basically... been that way till now on NL servers, which is the most-used by leagues.
I believe I've asked this issue a year or two ago, and it's been brushed aside as ISP issue, but I've since switched ISP, upped my speed to 2GBPS, and haven't kinked or done silly stuff to my cable. Fellow Singaporean guys I've met and raced with have raised similar issues as well, going from 210-250ms to now 340-360ms. Is there any fix from the provider/server side or is this purely how it's going to be across the pond? Appreciate any insights
I think at the end of the day, we must always consider and be reminded that LFS was never meant to be an open source/moddable/editable game for the public to contribute to.
And I'm sure the devs wish to keep it that way, not just for the personal accomplishments of all 3 guys but also to not undermine the efforts and tinfoilery needed way back during LFS incarnation.
Also if we have guys that can produce track environments at better quality and rate than Eric, I don't think that'll look too good on the brand values and operational concepts.
So yeah. We can propose and ideate all we want for a user-accesible track editor but right now is probably not the right time to implement such. Maybe when our devs are aged 80....
Yes! Probably more feasible as it'll funnel the content naturally to be closer to stuff that may actually get approved and upped. Instead of influx of random environments and eventually some buggy stuff.
Pretty straightforward request -
Hopefully it's feasible, but we hope to see the following 3 things included in editor:
1) Catchfencing (length, height adjustable) - can be unisoned wall object with simple expandable fencing texture above
- self explanatory for layouts... would help greatly keeping cars in the couse
3) Single-object chalk line - currently the chalk line object is a 2m strip, perhaps layout editor could incorporate a point-to-point system where you can preset nodes and then join the lines together to make one continuous object - would save a ton of object count. However this may not be possible... so maybe just the first two important suggestions..?
That's some really good info, sheds more light on what will be affected due to changes.
We could probably do away with more precise placement thru the 2 axis (for now), but we do need more crucial objects like: catchfencing, kerb objects (Scawen where's the New year 2023 teaser kerbs....), and sausage kerbs...
These 3 are really needed for any layout wanting to level up and out of the basics, and from a league standpoint also it's a good thing if cars don't fly off track due to lack of fencing. Currently we make do by substituting fencing with "wall" object shaped like billboards but it's hardly a nice sight...
Yes but by adding terrain objects like grass, asphalt etc it is essentially terraform-based objects... which is basically what a Track Editor will be managing - and that's exactly what's been blocked from being introduced as far as I can remember.
I agree with more objects for sure. Like what I mentioned above, catchfencing, kerb object, and maybe even finer points of adjustment for length,height, angle. But I don't think we'll see terrain objects
At the current juncture I'd be more inclined to ask Scawen to add two simple things to current LFS Layout Editor...
1) Standard Wall obj but with catchfencing texture (no pass thru obj) above, adjustable in length with fixed wall height
2) A chalk object with pattern or texture that resembles a flat kerb, adjustable in length and color (existing 4 tone)
Good idea but it's basically what everyone's whos wanted a Track Editor has been requesting for - sandbox open world, mesh and textured objects and free form tools... however iirc somewhere in forum Eric and Scawen have already mentioned they want to keep the game production to themselves hence no track editor. If there were to be one, it would take a) a lot of convinicing in terms of profit, branding and economical benefit of doing so (more licences, more new users coming onboard just for the editor), and b) probably after the new track worlds have been added...
If a Track Editor were to be made public it'll probably be to specifically chosen users whom have shown building skills and explorative approach to track building (because essentially you'd be doing a percentage of what Eric is already doing) - and I believe it should be as such... having a open source kind of concept like vehicle mods but for Track/sandbox would invite a whole new host of rubbish that Mods will have to sift through. Not to mention the amount of new storage space the servers (and the game size itself) will have to accomodate.
+1
Well, I myself can't wait for the day of Track Editor privilages. After 10 years of tooling with object editor I'm sure I've hit creativity limits due to its limitations.... I have endless track ideas and can pretty much draft a (well thought out) track config out in 15 minutes... But I can dream
Would definitely wish I can transpose any of these into actual track environments with the elevation and camber I originally dreamt of.
And a few more work-in-progress stuff yet to be released 😎
I mean... I've been layoutting custom driver oriented tracks since 2016, and perhaps it is just my creativity and knowledge of track flow but I've rarely had to resort to stealing ideas from other irl existing tracks, unless I'm making... an irl track - but I still don't see the need to rip tracks directly off sims. that's just wrong.
This is yet to be published 😁 It will debut on this year's Layout Racing League...
And this as well...
Or this...
In short... not everyone has the institutional intuitive sense to poop out tracks. Only a few people I know can as well (shoutout to Michal... Rony... 9397... Niko and so forth). So if there WERE to be a track editor, it can't be made public domain for every user to use. It takes way more coordination and effort to craft (yes, craft, not simply make) a layout.
Still, I'll await the day LFS Track editor is a thing.... tons of tracks in the waiting...