The online racing simulator
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migf1
S2 licensed
I have to admit that after almost 2 years I've also started loosing a bit of my interest on LFS. Not badly, though!

For me, RL tracks would dramatically boost my interest (secondly physics, thirdly sound and then graphics). I'm not entitled to dictate in which way they should enter the LFS world, but I honestly believe a whole new LFS era would start if RL tracks make their way into the game.

Just my 2 c
Last edited by migf1, .
migf1
S2 licensed
If "immersion" is included in the term "realistic", then GTR2 runs very high in my sims list (it even tops it form time to time, depending on my mood). If not, then LFS tops GTR2 hands down.

In other words, for me LFS is better in physics and force-feedback, and GTR2 is better in the immersion part (gfx, sound, real cars & tracks, ai and championship modes).

RBR and nKpro stand high in my list too!

PS. I didn't vote
migf1
S2 licensed
Regarding realism, it is NOT realistic to flat-shift cars that are not designed for flat-shifting and get away with it.

So patch Y fixed that!
Last edited by migf1, .
migf1
S2 licensed
Patch Y is certainly a big step forward! Thumbs up!
migf1
S2 licensed
It seems indeed! Frankly, I believe most gripes about the clutch overheating have to do not with the missing realism but with the extra effort needed to achieve laptimes similar to patch X.

However, I noticed that in some combos I've achieved better laptimes with patch Y (although using patch X setups). For example, with the MRT@SO2 in patch X I had a pb of 0.55.100 but with patch Y I already managed 0.55.060 (and with a couple of gear misses).

PS. I don't know if SO2 has been shortened in patch Y or I have improved as a driver (or... both ) but with patch Y is certainly more fun!
Last edited by migf1, .
migf1
S2 licensed
All this fuss for a feature which from the driver's point of view gets LFS one step towards realism? Cars with no ignition-cut require you to lift-off the throttle during gear changes, those with ignition-cut don't.
As simple as that!

I don't care if it is the clutch, the drivetrain or whatever that gets worn when the gearbox is abused, I'm happy that flat-shifting is punished when it should be punished.

I am a "driving monkey" (meaning I don't really care for the mechanical stuff under my feet) and in my book LFS is more realistic now!
migf1
S2 licensed
Another candidate for an official GVRteam 2008 skin, this time for the FBM
migf1
S2 licensed
I didn't have the time to extensively test the new patch, but I'm really happy about how the whole thing is evolving. Much more realistic and fun!

Thumbs up!
migf1
S2 licensed
Is there a separate d/l link for X33 or do I have to d/l x30 and auto-update to X33?
migf1
S2 licensed
Thanks!
migf1
S2 licensed
I've upgraded GVRt's skin for the new season (2008), for both the FZR and the FXR. They are not approved yet, but here's the idea...

PS. I'll upload the FXR too, later (Gameplanet is no longer the team's main sponsor, so the 2007 url is not working anymore... try gvrteam.gr instead)
Last edited by migf1, . Reason : ps
migf1
S2 licensed
Just made an FZR skin, candidate for GVRteam's official skin for the new season (2008). So if you start seeing it around you'll now where it comes from and what is intended for

PS. Scenes from ds-autos!
migf1
S2 licensed
Great, great news!
migf1
S2 licensed
Just brilliant!
migf1
S2 licensed
That would be great! Thanks once more!
migf1
S2 licensed
No prob Darktimes, I totally understand what you are saying!

Could you though consider the possibility of adding a merge function in the prog, so we can emualte pools indirectly?

By "merging" I mean the option to merge multiple championship files into one, which will sum up the drivers' and/or teams' points of the smaller files. This way we can emulate pools with the following procedure:

If we have 3 pools in a race, we produce 3 championship files with the 3 different point-systems (30-21 pts, 20-11 pts and 10-1 pts) and we save them as grp01.chf, grp2.chf and grp3.chf. We then load each groups' replay into the corresponding .chf file. Lastly we Merge those 3 chf files and we end up with a new chf file featuring the correct points for all drivers as they had all participated in one single race with a LOT OF people.

How does this sound?
migf1
S2 licensed
Quote from DarkTimes :
To be honest I'm not sure what you mean by pools... Do you mean having different divisions within a championship? If so that is on the the todo list, although it won't be done aaaany time soon.

Perhaps the term "heats" was a better one. "Pools" is the term OLFSL uses. The whole idea is when a league has to del with a lot of partcipants (60 for example). In such cases, we have the drivers racing in groups (pools, heats): i.e. the 30 best (in the quals) in group-1, the next 30 in group-2 (or we can have 3 groups of 20 drivers).

In OLFSL, competitors in group-1 get more points than those competing in group-2, who in turn get more points than those competing in group-3. and so on.

This way you can organize races with a much larger number of people than the number allowed by the simulator itself.

The problem is that the implementation inside LFS-Point could be quite challenging, especially if we have point overlaps among groups (for example the last 3 of group-1 to get equal or less points than the first 3 in group-2, etc).

On the other hand, groups (pools, heats) is a quite popular method in large leagues and supporting it would really give a boost to LFS Points' popularity and/or usability
Last edited by migf1, .
migf1
S2 licensed
On a second thought, is there an indirect way to manage pools with LFS Points or is it at a decent place in the TODO list?

[edit]: Just discovered that in V2.3.1 beta, when i save a drivers point-system then it cannot read it back. Actually it reads it but is displays errors first
Last edited by migf1, .
migf1
S2 licensed
Darktimes, once more I'd like to thank you for all the effort and the support you're giving to this excellent program of yours!

It was a bless for us in the GVRteam, since in about 10 days we are about to start a local league here in Greece to the OLFSL standards (in a smaller scale of course). Of course the GVRt UMC (Unofficial Mini Championship) will evolve around LFS Points, which means I will be giving you feedback taken from real time practising.

TBH, the final desicion for organizing this league was taken as soon as I discovered this... gem

Best regards!
migf1
S2 licensed
dp (sorry)
Last edited by migf1, . Reason : double post
migf1
S2 licensed
The slow-mo is a great idea Tweaker, I will try it to the next one, thanks!

As for the (overbloating) details, you may be right generally speaking, but as I said earlier, this (and the upcoming) guides was made for the GVRteam, where we all share the same setups, we use similar driving techniques and we have specific needs. I just thought the guide would also be helpful to others outside the team, and that's why I posted it publicly.

TBH, all upcoming guides will keep featuring the same info since we are a racing team and even small details count. But I may code the info somehow, perhaps on a fixed spot of the screen like the following...
Dst: B=100m, T=50m
ASp: +/- 80 km/h

where...

Dst = Distances
B = Breaking
T = Turn-in
ASp = Apex Speed

... or something like that.

Of cource someone may choose to ignore them
For those who like to watch their speed through their passes, it may helpful to enable the Digital Speedo on the lower part of the screen, as shown in the vid.
migf1
S2 licensed
Thanks for the kind words guys! I'm really glad you liked the guide

Dear Tweaker, what do you mean "Also distance values that aren't even relevant"; They are not relevant to what?

As for the speed (either turn-in, apex or exit, epsecially the apex speed), it is the best way to understand on the fly whether you made a good pass through the corner or not, regardless setups and/or gear ratios.

Actually, (in your quest for a fast lap) when you watch the replay of a fast guy trying to get hints, the very first things you should focus on are:
a) Lines
b) Braking zones
c) Apexes speed.

If you manage to reproduce them, even roughly (no matter what setup you're using) then at the end of the lap you'll have managed a pretty fast laptime. From that point on it is only a matter of setup and/or driving fine-tuning to further improve both your laptimes and your ability to repeat them. So I would say that speed notations are more important than selected gears
Keep also in mind that at GVRt the track-guide comes with a setup (here I just named it, there I included a link to it), which makes things a bit more easy!

The plan is to have more of these coming, but with our own pace.

PS1. Yesterday I decided to give the combo another go, this time using Duck's setup and I found some of those missing tenths I was talking about in my first post (1.33.880 ). Duck's pb with that setup is almost a sec better (1:32.930).

PS2. Both setups, and many more, are availabe on the excellent Team Inferno site. They only have wr setups there!
Last edited by migf1, . Reason : typos
GVRt Track Guide - XFG@BL1
migf1
S2 licensed
I roughly translated to english a track-guide I made for the GVRteam, with the XFG at Blackwood GP.

It shows the basic lines, gear shifts and braking-points for an acceptably fast lap on the track (1:34.000). The lap was done a year ago (November 2006) with patch U, using PartyBoy's setup, when the wr was still 1:33.100 (today it is 1:32.940 I think). There are a few driving mistakes though, especially at K3 and K6, which most probably cost me a couple of tenths.

Even so, I thought it could be helpful to some people, especially newcomers to LFS. Please feel free to comment on it, and most importantly feel free to correct possible faulty guidlines I may give in the video.


1. youtube english version (lo-res streaming)
2. youtube greek version (lo-res streaming)

3. filefront english version (downloadable hi-res)
Video: MPEG4 (Intel H264), 640x480, 30.00fps, 2151Kbps
Audio: MPEG Audio Layer 3, 44100Hz, stereo, 256Kbps
Size: 48.0 Mb rar'ed (53,3 uncompressed)

4. filefront greek version (downloadable hi-res)
Video: MPEG4 (Intel H264), 640x480, 30.00fps, 2151Kbps
Audio: MPEG Audio Layer 3, 44100Hz, stereo, 256Kbps
Size: 47.8 Mb rar'ed (52,9 uncompressed)
Last edited by migf1, .
migf1
S2 licensed
Thank you!
FGED GREDG RDFGDR GSFDG