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migf1
S2 licensed
Guys, what a mess?

Fanboys, whiners, devs and anyone in between, they are all entitled to express their opinions, as long as they don't insult anyone. And they are entitled to repeat their opinions as many times as they wish. That's the very essence of any forum: conversation, dialog (preferably constructive, but not necessarily)

Those who know me, already know that I belong to the category of those who after years of intense involvement with LFS they have lost hope and consequently stopped completely their LFS activities. I have already explained my POV in one of the first pages of this topic, so I won't bother you... repeating them

But I'd like to address a few points regarding the devs vs users "rights". And before you ask me "why bother, since you have abandoned LFS?", the answer is simply "because I care, since LFS was my main source of entertainment in the last 4 years. I want it to attract me again, as it did when I first discovered it".

So, the argument "that's how the devs have decided to grow their own baby, so accept it or shutup/leave" sounds pretty poor to me. TBH I think that this kind of attitude shows nothing more than lack of real arguments against the growing complaints about known cons of the sim and its progress pace/model.

The devs themselves "use" the users at least for beta testing, when they seek feedback through the test patches. Also, they depend on users to spread the word. On top of that, according to the devs, LFS's existance, progress and future is not based on money but on a vision instead. So, when you make the users part of your vision you can neither just shut them up at will nor suggest them to leave every time they address some totally valid points.

LFS has been mainly a 2 parties working project (devs & users) so far and it worked. It makes me sad to say, but the way I see it right now it doesn't look good in either party (or at least it doesn't look as good as it looked until some time ago). Neither in the community, nor in the sim itself.
Last edited by migf1, .
migf1
S2 licensed
Quote from N I K I :I'd just like to add to this.
Makes no difference is it called S2 or S3 or S4. Would it really make you happy to have S2 done like a year ago (with old physics, cockpits, old BL, SO etc) and to be on S3 now with these improvements? Totally makes no difference.

+1

Quote :All LFS would need is few more tracks, because it's hard to make a good league with just 6 tracks (and pls don't talk to me about layouts now).

Yeap, that would be a good start, especially if those tracks were real ones. Besides spending years of practising to master absolutely useless tracks, being TOTALLY disconnected from ALL other sim AND RL motorsports enthusiasts is something worth mentioning as a major con when we talk about "simulators", imho (you talk to the world about... blackwoods, westhills & fernbays and the world looks back at you like you are an alien... and you pretty much are).

Quote from hotmail :
If you ask me, Lfs is still the Most realistic Race/Drift/Cruise(what ever you want!)Sim out there.

Physics & ffb-wise LFS is pretty much established by now, although there's always room for improvement. Likewise, LFS's online play along with LFSW & insim technology are more than established as the best organized all around online service ever existed on any sim so far.

The thing is, those LFS pros compared to the competition exist for so long that they gradually lose their advanatage, since the competition closes the gap in much faster rates than before.

Besides closing the gap, the competition also offers way more realistic solutions to almost every other simulated area compared to LFS (graphics, sounds, weather, day/night transitions, real tracks, real cars, variable racing grip... expand the list as you wish).

Personally I've lost hope that LFS will ever reach again the advantage it had over the competition when I fisrt discovered it (that is almost 4 years ago). It's not only the slow development pace, but it's also the dev's updating priorities, as they're shown in every released patch.
migf1
S2 licensed
Quote from ToxicKlay :I think that while rFactor and LFS are still being worked on by developers, it's hard to say which one is better until all work on the programs are done.
[snip]

Actually rfactor's development stopped more than a year ago (even longer I think). They have already announced rfactor2, expected in some 6 months or so from today.
migf1
S2 licensed
One must-to-be-set value in rfactor's controller.ini file is the following:

Quote :FFB steer force grip weight="0.00000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.

What it does is to tell rfactor that you do NOT want the rear wheels' grip transfered onto your steering wheel through FFB.

Also try...
Quote :FFB steer force grip function="0.30000" // Range 0.0 to 1.0 (previous hardcoded value was 1.0) - lower values will make steering force decrease LATER as front tire grip is lost - try 0.3

It delays the effect of lightening the steering wheel when front grip is lost.
Last edited by migf1, .
migf1
S2 licensed
Quote from SilverArrows77 :
[snip]
In the case of rFactor, look in each cars folder and look for a .cam file which then may be opened with a text editor. Inside you will find it split into sections for each camera view, cockpit, bumper, swingman etc and has values which you may adjust for each.

Example
[snip]

Also in the main vehicles folder there is a default.cam and i cant recall if this overrides some views, if you edit a specific cars cams and it doesnt show, try editng this file instead, though be sure to back it up first incase you lose the original views.

[snip]

And although I don't remember which ones, some of those changes give online mismatches. So backing up the original files is always a good idea.
migf1
S2 licensed
Quote from StableX :pull your monitor toward you

There are a couple of settings in a file somewhere in the vehicles folder I think, but I don't remember any more details now.
migf1
S2 licensed
It's all about using a good controller and setting it up correctly. After that, both GTR2 and/or rFactor (with an appropriate mod) are equally capable of any other top sim to provide extreme siming pleasure to a simer.

All sims have their pros & cons, it's more about how open minded you are and how much time you are willing to spend in order to enjoy them in their full potential.
migf1
S2 licensed
Quote from arco :Well, I don't know how some people can adapt to new combos so quickly. That's kinda impressive to me. I can be reasonable quick myself, but usually I need a lot of laps before getting there. And if I don't drive the combo for a couple of days, it's like learning to walk again.

Same here. It could be that we are both old farts, buddy
Glad to see you re-uploading some of your older wr's and a few new ones. As for myself, I've retired from LFS's action (or taking a... long sabbatical, I'm not sure ). I kinda got fed up with it (the fictional tracks mostly).

@worm: good luck with your new job mate!

@arrechee: now I believe you didn't use the macro (I used to believe you did). Great stuff!
migf1
S2 licensed
Quote from arrowkart4 :still not as good as bawbag :P

WR-wise, I currently see:

arrechee = 33 wrs
bawbag = 25 wrs



PS. Ray is a top-notch, ALL-AROUND, LFS racer and, most importantly, he's consistently on the top for years. But once again, the topic's title talks about... world records
migf1
S2 licensed
Achieving a good wr always involves one or more unrealistic ways of driving compared to real life. It could be lowered degrees of steering rotation, it could be excessive handbrake usage, it could be using serial/no-clutch shifting on an H-pattern/manual clutch equipped car, it could be using 0 or too little force feedback, it coulld be totally unrealistic passes over kerbs, it could be bizarre driving views, etc, etc. And most importantly, it could be taking advantage of the sim's physics/engine flaws!

So accusing arrechee for unrealistic driving because he's using the handbrake too much is ironic (if not funny), especially when the "accusers" admit they also use it or have used it (but less frequently :razz or when we all know they also use at least one unrealistic way of driving themselves (as most of us do anyway).

I used to disrespect arrechee's WRs when he was doing them using the macro clutch, because a macro recorder/profiler is external to what LFS provides. But the guy earned back my respect when he started flooding the charts with more WRs without the macro. He's obviously at least as much talented as any other WR holder in the top-5 (top-10) of the charts.

Btw, I don't think he needs to enter any league to prove himself. Leagues is a differerent story, here we're talking about hotlapping... or so I think. And regrading hotlapping, as far as I am concerned, arrechee is now as much established as any other world record holder in the top-10 of the relative charts.
Last edited by migf1, .
migf1
S2 licensed
Quote from BruTaLysT :Why does it seem so damn hard to configure a graphics card. The whole topic does not point to LFS nessesarily, but is all about the basic configurations of a videocard. It should be the first things you need to learn about graphics.

I also never had any difficulties to get Antialias ingame, or the right Anisotropic filtering. Why does is seem so much pain in the ass to get this right? Never configured these settings for any of the other games you have played? This is nothing new at all.
[snip]

Ok then, if that's so easy for you...
share with the rest of the community the specific settings in either Geforce 182.06 or 182.08 drivers' control panel (and/or any additional settings in nHancer or any other tool's) along with the exact ingame settings (LFS patch Z) so that the XFX 8800GTX doesn't produce bloody shimmering for example 2 corners after the 2nd spilt in Westhill International (or before the 1st split in the reverse layout)!

I've tried and I've tried and I've tried... I don't even remember how many drivers and tools I have tried.. nada. I only managed to reduce shimmering quite a bit at those WE1 areas I said above (haven't tested any other track, or game for that matter... just got the card), by maxing SAA (4x4) combined with the 'Enhance ingame AA' setting in nhancer and setting FAA to 16x ingame. But it never disappears completely, and it reduces fps of course.
Last edited by migf1, .
migf1
S2 licensed
I'm uploading #246 and #288 skins of G.Alamaras (cbr929) and A.Perrs (varwnos), respectively, along with 2 renders for the upcoming race.

PS. The renders are showing wrongly red numplates and drivers' nicknames instead of real names, but they are corrected in the skin files themselves.
Last edited by migf1, .
migf1
S2 licensed
Looking forward to it, thanks!
migf1
S2 licensed
On behalf of the Greek Virtual Racing team I'd like to thank the IGTC staff for letting us in!

Congratulation to all other teams that also made it!
migf1
S2 licensed
Quote from okijuhans :If there is studio floor under the car, how can I see the underside of tyre ? I am logic-whore, sorry
[snip]

Apparently there is no floor, which imho gives a nice artistic touch to the final result.

PS. Your 2 FZRs scene is beautiful!
migf1
S2 licensed
It's quite noisy. If it's not on purpose, it could be due to a rather big compression factor when saving it as a jpeg file.

On another note, I've finished the side views of the XFRs (for the interior lighting problem of the top views, Tolas, I decided to deal with it by decreasing the window's transparency, but I forgot to MeshSmooth the wheels)

PS. I've also updated my previous post.
Last edited by migf1, .
migf1
S2 licensed
Those Scirocco renders are just beautiful, especially the top side. Tolas, after seeing your 1st render I couldn't resist and although my knowledge is rather limited I gave it a try on the XFR with two skins I've made for it a while ago.

The lighting of the interior is too intense and the other lights need some more work, but it doesn't look bad so far I think.
Last edited by migf1, .
migf1
S2 licensed
Quote from Bose321 :Well, i dunno anything about this. Is it a plugin or something?

It is a posing and animating 3d figures program, from smith-micro.
migf1
S2 licensed
There are only 2 lights, one targeted dirctional from up left and an ambient-only omni in front and a little above the bended "olfsl blah blah" text.

Characters (people) are imported from Poser (as I already mentioned )
migf1
S2 licensed
You guys are from another planet... rendering alliens, I almost feel embarrassed to post anymore

Anyway, here comes another one, again for the olfsl title (the character was imported from poser, the picture frame was added with psp).

PS. okijuhans, thanks for the kind words about the trophy.
migf1
S2 licensed
Happy New Year every body!

A friend gave me a trophy scene he found somewhere on the net and I modded it in order to celebrate the Team Championship we won in OLFSL this season (a bit exaggerated, I know, but what the heck? how often we win a championship these days? )
migf1
S2 licensed
Thanks for the tip, Mike!

I've just recently started really dealing with 3d rendering, since until a couple of weeks ago I was just changing skins & angles in ds-autos's scenes.

I'm using the above scene (which I created from scratch) to explore several aspects of the fine art of rendering, along with reading the off-line help, tutorials (off and on-line) and tips in this forum. I watch, I read and i try to learn. Actually I feel pretty excited, although often it takes me a lot of effort to comprehend, search and/or remember things I've already read

I'm currently focusing on learning lighting, which I found out to be a huge field alone... and a hard one to learn too. In the above scene I tried to lit the room only from outside the window on the left, getting proper shadows. I think I've succeeded (haven't I?). In the second ss I added headlights (and sparkles) to the car on the left and I'm happy to see that they also lit properly the whole scene, especially the car on the right and the mirror on the floor.

Next thing in my agenda is to add some localized interior lighting in the room (ultimately using light probes)
Last edited by migf1, .
migf1
S2 licensed
I made some progress (I got omologation for two of my racing XFR's )

PS. The right headlight sparkle needs a little adjustment, but I'm too sleepy to fix it now :razz
Last edited by migf1, .
migf1
S2 licensed
I read a tutorial and I made my very first scene from scratch. I'll make a bright version too
migf1
S2 licensed
:biggrinfl :biggrinfl :biggrinfl

I dunno why the car came out like that, actually the front is good but the rest is indeed crappy quality. It could be that I did other things with the pc while rendering was progressing.

As for the lady, that's how I found her on the net (don't even remember where).

For the shadows, the come form a row of targeted spotlights (above and left of the car), along with some GI with skylight, using the Brazil Raytrace method. I'm just experimenting with lighting
FGED GREDG RDFGDR GSFDG