The online racing simulator
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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!
migf1
S2 licensed
You are a... coding machine!

PS. Regarding the "Uknnown" Pole You were absolutely right about the replays not being from version X. Thanks!
Last edited by migf1, .
migf1
S2 licensed
DarkTimes, this was a brilliant idea and i found ingenious the user interface you implemented inside the program! It worked like a charm for me, many many thanks!

A great improvement would be to add teams support. For example, in the Player Name you could consider everything enclosed in brackets ('[' and ']') to be the team name (or no team, if no brackets are found) and add another tab with the "Team Standings". This might dictate to rename the current "Championship" tab to "Driver Standings", for clarity reasons!

How does this sound?

PS. And a question, how come Pole Position is getting the value "Uknown" in the exported results? (i've only tested the html exporting). Could it be that I loaded demo mpr files into the prog?
migf1
S2 licensed
I'm playing Power & Glory for almost a week now and I'm thrilled (btw, it only needs to see the GTL cd/dvd on your drive only once, during installation and that's it... you may even rent it from your local video-club just for installing P&G in GTR2 )

Make no mistake, this is not LFS! So if you expect it to be like LFS you'll be disappointed. But it is as close as LFSish the ISI engine can get (so far). Keeping that in mind you will enjoy the one and only mod RSCNET have opened a separate subforum for, ever!

TBH I have only dealt extensively with the Fiat Abarth Group 5 (1000 cc, form '60s) which I am stuck with... by choice of course! I really love it! I have already put down quite some laps in Monza 2004, in Monaco 1979 and in Watkins Glenn and I have loved every single moment of it!

I haven't really tried other cars, except of a few laps with the Austin Mini Coopers S, the Alfa Romeo GTA and the Lotus Cortina... but not enough to seriously commnet on their physics. They seemed suprisingly good, though, at a first glance.

At the very least for the abarth (and the mini cooper) I recommend the mod to any simmer, especially those who keep an open mind across several popular sims
migf1
S2 licensed
Now, that sounds like a brilliant idea!
Last edited by migf1, .
migf1
S2 licensed
Quote from vf1-xj220 :hehe... looks like mike need some reading classes.. i said UNIQUE features...

EVERY other game has real tracks
EVERY other game has real cars
A LOT of games have the SAME physics engine
FEW games have a realistic tyre simulation model
at least 2 games have day-night cycle

damn.. please pay attention to what i say... UNIQUE means that no other simulator or game has...

i forgot the progessive graphic deformation model for damage too but i think forza2 has something like that now

I hope you don't misunderstand me, but you seem to seriously underestimate the strong points of LFS's competition... which is not a good thing in my point of view. For example, the tyre deformation feature you mentioned in another post as being UNIQUE to LFS, already exists (or existed) in games like Virtual Grand Prix on the Mac, as well as Richard Burns Rallye and X Motor Racing on the PC.

Now don't get me wrong, I happen to be one of the founding members of the GVRteam, which practically is the absolute and only point of reference of LFS in Greece, which means I love, promote and advertise the sim. But this doesn't mean that LFS 's competition is worthless. On the contrary, LFS lacks crucial features already availabe in the competition (unique or not shouldn't and doesn't really matter) some of which would really boost LFS's popularity (real-life tracks for example or changable weather or a more detailed damage model).

The above is not me complaining for the devs, it is just me trying to show that some of your arguing so far (presented as "facts") are not so... valid as you may think
Last edited by migf1, .
migf1
S2 licensed
I find the lack of rewinding an lfs replay quite important, and I sure think it is well worth it to invest some time into finding a work-around (even if this means rewinding will work like ff from the start of the file).

Movies is an essential commercial tool for any sim, especially an online sim, and implementing a replay rewinding will surely boost even more the production of excellent movies.
migf1
S2 licensed
Things are quite simple imho, anyone wanting to further support the devs, should simply donate an amount of his liking.

As for the remote possibilty of having a subscription based S3, I agree with those who argue that the user base will drop dramatically. Actually, I think it would be a commercial suicide.

The argument saying that S1 & S2 uses will remain unchanged is pretty much invalid, since everyone wants the new thing (if it's availabe) but not everyone will be happy to pay monthly for it... it's not the amount of the subscription, it's the policy (attitude) that repells. Sim-racing simply doesnt's work that way all those years. And always there will be at least one free alternative.

Don't forget that LFS is a hell of a simulator, but it also lacks a hell lot of features before it can be characterized "full" (for example, ai, weather changes, night races, real-life tracks, visuals, replay rewinding -lol-, etc). If for example rfactor2 comes up with half of those missing features and offers free online racing with a decent physics engine, then no matter the initial cost, it will tear a subscription-based lfs apart.
Last edited by migf1, . Reason : typos
migf1
S2 licensed
This is indeed a beautiful movie! Two thumbs up!
migf1
S2 licensed
Thanks guys!
migf1
S2 licensed
Quote from kurent :Maybe you have it set to record at 15 FPS in Fraps?
btw don't ever buy a Celeron again, they are cheap for a good reason.

I never duplicated the speed the sound, maybe it can be done with a program like audacity, but I solved this in one of my movies with recording the scene twice while the second time I just recorded the sound at 1x playback speed.

edit Oh right now I remember, when I doubled the sound speed in Adobe Premiere it came out sounding weird which wasn't such a suprise hehe, so then I used the trick I wrote above.

Ulead Media Studio Pro 7 doubles audio speed succesfully!
migf1
S2 licensed
Quote from Darkone55 :Hi,

I've got a little problem here. I'm trying to make a movie at 720*480 pixels, but that's not really going well with Adobe Premiere.

First of all, Premiere shows it as a 640*480, so you get black edges at the sides. It also seems to stretch it. But when I add blur, with a matte layer over it, it shows all 720*480 pixels. Can't see if it's still stretch though (see help.jpg). And with blur, without the matte, the edges get blurred too..

Does anyone know what settings I need to use to solve this?
Currently I use:

Frame size: 720 * 480 (3:2)
Pixel aspect ratio: Square pixels (1.0)
Fields: Lower fields first

Maybe the square pixels option is the problem. But it's recorded from the computer, so the original clips should have square pixels already.
It should look like help2.jpg
[snip]

I read you solved the other problems, so I just wanted to point out that you should NOT use fields at all. Fields are for interlaced media, such as the TV, with NTSC using lower field first (B field) and PAL upper field first (A field).

Since source recoding and output playback is done on your PC monitor, everything is using progressive scan (and square PAR, that is 1:1 Pixel Aspect Ratio), so do NOT define fields when you encode. Most probably you are using a ready (NTSC) profile and that's why you are getting a (lower) field setting. Don't use ready profiles, customize the settings yourself instead.

I hope the above made some sense
FGED GREDG RDFGDR GSFDG