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...
//
To this, I suggested that if there were to be a new mouse steer adaptation for deadzone and the changes mentioned, to please keep the current legacy mouse controls as the default and have the new addition as an option - as everyone's whos on mouse would dearly not want to relearn how to drive again after a decade of muscle memory and would rather not continue racing here.... plus, this is a racing simulator, and if someone has to have a mouse deadzone to keep the car going straight its either a) for cruise or b) someone who hasn't grasped mouse steering properly.
Maybe others can share their sentiments on having mouse steering reworked or if its good as it is currently!
Thanks for delete @Scawen, I have repurposed this to the correct subforum for all to see and discuss 😁
So yeah... ever since the mods came out, it's pretty much impossible to run out of new things to try. Yes, the tracks have remained the same apart from cosmetic changes, but then again there are layouts aplenty, and nice ones at that. It's the mindset that matters
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