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MicroSpecV
S3 licensed
Also, stay tuned for more whacky flash server events! LFS Plinko soon, anyone? Tongue
MicroSpecV
S3 licensed
Quote from michal 1279 :I'm not Scawen but I'm aware of the effect you mentioned - the slipstream effect has infinite height, so vehicles above each other do affect the aero of each other. You can achieve some incredible speeds this way, as cars do "steal" the slipstream from each other and keep boosting together. I once went 700 kmph with BF1 using this technique.

Eh, unlimited height? Is this the same as if you drove above each other with one car inverted on a wall ceiling?
4/2/22 Server end
MicroSpecV
S3 licensed
Thanks to the 50+ guys who came to try their hand on piloting in LFS
Server should still be up as long as there's one guy left. Otherwise, see you next time!

MicroSpecV
S3 licensed
Server will be opening shortly, earlier than the anticipated timing! 1615 UTC (now), opening shortly! See you there on "LFS Scavier Airport Server"!
MicroSpecV
S3 licensed
MOD #3 BIS-Plane aka Bismark by Pedro (with modified setup)



Flying tutorial (Rudder, Pitch and Engine control):

https://www.lfs.net/forum/post/1987471#post1987471
MicroSpecV
S3 licensed
https://www.lfs.net/forum/post/1987471#post1987471

Flying tutorial and how to steer and manage pitch is here!

Also, airport server will go up in 2 hours!
HOW TO FLY THE BISMARK :
MicroSpecV
S3 licensed
Just under 3 hours before the Bismark "flying academy" starts! Buckle in! Tutorial on flight below !





The Bismark requires a long distance set up to traverse the far end airports. To steer using front rudder, input direction is reversed. Hence, to bank the plane to the left, you have to steer right, and vice versa. Steering is sluggish and slow, so when you make an input, wait for the plane to respond.

When the plane leaves neutral level flight and starts to lose speed, it will propogate in the roller coaster manner. When that point is achieved, you are able to use differential throttle and brake to maintain pitch of the plane. Brakes will lower the nose, while throttle will raise the plane slowly (it will dive down first).
Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
The world-record set (able to make end-to-end Wide Grid) is now available from the OP attachments.

Default set will only make it halfway, in the middle airport.
MicroSpecV
S3 licensed
Edit : With feedback, the far end airports will now have dual air corridors for back and forth. You shouldn't smash into oncoming planes now.

Fly a plane today in Live for Speed! Limited time promotion only!
MicroSpecV
S3 licensed




LFS Scavier Airport Day 2 will (hopefully) be open later when I'm back from work at 1615 UTC! Now with ability to make round trip from one end of the map to the other, and back , with the Bismark plane!

Make (or steal) the World Record set up and fly long distance, or try airport hopping along the way.

Stay tuned for "LFS Scavier Airport" server later today!





Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
Aston mega-schiefe track and P1 + GTE classes!
MicroSpecV
S3 licensed
yes/88/microspecv
MicroSpecV
S3 licensed
Quote from Draggo :I remember that in the old layout objects system the objects were track dependent and it was possible to "activate" more objects on a given track. The question is whether it would be possible to use both systems at the same time, old and new, to have access to selected elements of the track, such as trees, bushes, buildings, etc?

Damn. I would love to see this implemented... For us layoutters, and even more so ones like me and Michal who devote time to creating scaled and close replicas of real tracks, using 40 objects just to create a grandstand or a building object is way too much. The object limit either needs to go up, or there needs to be these "standalone" and "basic" object items like trees, tent, spectator stands or buildings, so we don't waste parts aimlessly.

Even creating Long Beach was a stretch at 2400 objects, I barely made the grid and pit start points work.


And also, side note, the current 0.25 step increment in height, rotation and length is also too limiting. Even kiddo game like Roblox has the ability of infinite X-Y-Z editor movement for individual objects, so I don't see why LFS can't do the same in the future. At least I hope it can, if not, LFS Editor is missing a huge ball here.
MicroSpecV
S3 licensed
Servers are OK right now, thankfully! Pings are stable as before (from MRc fbm server at least)

Also, apparently some one or some thing took initiative to counter DoS voldemort server .. not sure if that'll result in anything but just thought you should be aware of that

The following is very accurate depiction of cyberwar summary
Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
Quote from Scawen :Yes, there has been a heavy and sustained attack.

Sorry, but someone wanted to spoil your fun this evening!

Currently still down, 2nd day running Master's back up. Just asking though, during the attacks, are you able to get access to your server console terminal (to the i3D master server) for a force IP swap? Or totally unable/unadvisable?
Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
Quote from Timoonn :Nah
I was on this server too, for many hours, we were only 3 players who survived, good pings, no time out. regular drivers doing lost of kms, normal behavior.
At the beggining of the mess many players got kicked out, tried to connect but most got errors or time out. Dunno why I was able to connect without problems and a normal 40ms ping.
After a moment, noone tried to join anymore for 2/3 hours but we continued to enjoy the server normaly.
When I disconnected, I couldnt reconnect on any servers.
Now I can connect again.



Another solo guy, again another cruiser?
MicroSpecV
S3 licensed
Still down, if anyone's lazy to log onto to check Tongue
NRGCL Vol 27
MicroSpecV
S3 licensed
Nova's Really Good Circuit Layouts Vol. 27Petals

The Anvil





A layout job is best done with a cup of coffee and some spare time. Co-created with
buddy Nikopdr (SIDUS uNiTe)a while back, it's been spruced up to be able to handle more
serious racing. Take your cars around this undulating circuit with fast, flowing turns
and tight infield sections.



-
Don't want to miss an update? Subscribe to this thread!



Cheers!

The reward is in the passion

https://www.youtube.com/watch?v=DjvWFeXADgY
AA™| AOR Nova
Check out my TC Layoutting series!
http://forum.city-driving.co.uk/forumdisplay.php?fid=13

AA™| AOR Nova
Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
yes/88/microspecv
MicroSpecV
S3 licensed
SKIN RESUB FOR CARS 11 and 44
Car 11 Pixle Air Attack Racing | nikolai_01
Car 44 Pixle Air Attack Racing | guimoreira13

If attachment unavailable, https://imgur.com/a/bPLDdSd
Skin name for lfsw :
Pixleivanoob (car 11)
PixleGui2 (car 44)
Wall smoothening & Scenery at South-east City
MicroSpecV
S3 licensed
Corrective work done, corners are now smooth and the underworld is filled in. Current version has been loaded in server.






Anti glitch armco added to back of T1 exit wall
MicroSpecV
S3 licensed
Car 88 Pixle Air Attack Racing | microspecv

If attachment unavailable, https://imgur.com/a/xHy9Y1d
Skin name FA2989_PIXLENOVA

footnote*
Front number moved to lower position at nosecone for better visibility
Tcam facing number added to back of wheel arches
Side number enlarged on rear arches
MicroSpecV
S3 licensed
yes/88/microspecv
MicroSpecV
S3 licensed
88/microspecv/Sean Lee/Singapore/Pixle Air Attack Racing
MicroSpecV
S3 licensed
27/12/21

To add on to list of problems:
Too much aero wash/dirty air, needs to be toned down to suit the era spec of downforce levels. Feels worse than BF1 when the car itself is much simpler than it.

All this means car is a) undrivable in close proximity, b) inconsistent, c) too rear limited on grip purely on weight-derivative issue

Quote from MicroSpecV :26/12/21

Awesome looking car, nice neutral/unloaded handling and intuitive steering. That's the good side, but I'm only around the mod forums to give critical feedback so here it is :

CAr and/or downforce value balance is messed up (just like majority of mods available).
Wing application should be adjusted so that car can be set up just like any other winged vehicle, without first understanding that the Front wing value is exponentially higher than the rear wing. At WE2 the wings are 8-20 which is pretty silly once you look at the set up.

(Edit : realised need tl;dr version - wing value should be consistent with default LFS value setting. i.e if 8-20 right now is what's right for the track, then the setup parameters should be adjusted so that it reflects something less drastic, like 11-15 or such.)

Brakes lock up far too easily, trail braking is near impossible. Front should come unweighted more gradually, as the car doesn't modulate brakes while braking straight let alone on cadence.

Peak revs/vmax/redline is inconsistent with the speedo. Might need to address that. And the engine clips on high revs, but overall sounds brilliant.

FGED GREDG RDFGDR GSFDG