The online racing simulator
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Pasci
S3 licensed
Very cool to drive and look - Very nice model/graphic! - Thanks!

Perhaps you can do a electric vehicle version too? Sometimes... Wink

BTW: Is this a bug of the program or depends on your mod/vehicle?
https://www.lfs.net/forum/thread/103491-AI-stalls-engine-while-pitstop
Pasci
S3 licensed
Some times Windows (primarily found on windows 10; I use Windows 11 since some months) installs an other driver for G27. You can check that when you start the "USB-Gamecontroller einrichten"" (I know only the german item; perhaps its named like "Configure USB game controller"?) and when you only see parts of the device (e.g. fewer buttons); then the wrong driver was installed (from Windows itself).

Now you need to uninstall the wrong software first and install the "old" Logitech Windows 10 driver (as mentioned above). It works for me on different systems (before on Windows 10 and now also with Windows 11).
Pasci
S3 licensed
The used car is the "CZR Luxury Sedan".

Hm, is this the usual behavior on a replay when using mods or is it one of a know issue?
AI stalls engine while pitstop
Pasci
S3 licensed
I tested my InSim program while 32 AIs drove around. The AI has to pit once in 10 laps. I've tried this several times today. Later I almost realized that some vehicles were a few laps behind, which I then took a closer look at. Then I noticed the AI with the stalled engine.

Perhaps it's something to fix/should not happen I think? And yes, LFS is an online simulator I know.

The SPR is - compressed - around 8.4 MB (and 28 MB uncompressed). You need to fast forward to the 10th minute. This is just before the AI drives into the pit lane. Switch before to car "AI 9".

Other question: Why the heck is the AI jerking left/right all the time?! Smile (not only the one that stall the engine)
Pasci
S3 licensed
Yesterday I was on the track with a friend with a total of 18 (!) AIs (9 each on my PC and 9 on the streaming PC). I also have the utilization display tool integrated in LFS active on the streaming PC. The fact is: The system is "bored to death" with an active refresh rate of 60 Hz (because more makes no sense for YT)! Smile But there are always ugly stutters (but that in turn has to do with the current physics calculation of 100 Hz; if I understood Scawen correctly). So it's not because of the system performance. The streaming PC "only" has a 6 core AMD processor (5600 series); so not a high-end system. The used GPU is an RTX 2060. That's the cool thing about the LFS graphics engine!

Quote :The "Sleep" column is the sleep milliseconds that are used for frame rate limitation. This takes place at the start of the game loop, before the physics updates. Also if "Sleep every frame" is set and there is no other Sleep or Wait then there will be 1 ms Sleep shown in this column. If you use frame rate limiting then you will normally see something in this column. Sleep is time deliberately given up to the operating system each frame because LFS doesn't need to do anything.

The "Phys" column shows the number of physics steps calculated in the frame, before moving onto drawing the visible representation of the game state. These are the physics steps that represent 0.01 seconds of game time. So if you have frame rate limited to 100 Hz and you are not paused then you should see one physics step per frame, which will look like a solid vertical orange line. (This column does *not* show milliseconds)

The "Wait" column is the number of milliseconds of Sleep while LFS is waiting for the GPU to finish rendering. If you do not limit frame rate then you may see something in this column. In that case you are more likely to see something if you set "Maximum buffered frames" to zero. LFS is then waiting for the GPU to finish before starting to render a new frame. If you use buffered frames then it may be you do not see anything in the Wait column. You should not add more buffered frames if there is no waiting, because it that case you would just be adding lag. If you use full screen vertical sync and you are in full screen mode then you will see Wait. In this case you are waiting for the GPU to present the image to the screen, just in time for the monitor refresh.

The race was ugly. But it shows that it works with so many AIs. Big grin
https://www.youtube.com/watch?v=PPMBuO9J7go

The AI is sometimes simply "blind" or does not know your own vehicle size. At least that is the impression of their behavior. But that's another topic.
Pasci
S3 licensed
Quote from NeOn_sp :Hi,

I'm retrieving the hosts list, but I noticed that every host reports 'laps' to 0, which is incorrect.

I hope this can be fixed soon, thanks!

For my hosting the laps looks OK. But I configured 30 min. for qualification. But is reported with 0 on https://www.lfsworld.net/pubstat/get_stat2.php?version=1.5&action=hosts&idk=[yourToken]&s=1. But ingame I see 30 mins too.

Perhaps a filter (hostname) would be useful. It reduce the required bandwith. Then I don't need to download every time the whole list.

Or is there an other solution?

But anyway the "current" version is from 2011 and still "s2". Is an update with new values planed?
See also https://www.lfs.net/forum/thread/103276-Expand-statistic-with-power-usage-%28not-only-fuel%29

Addition:
Now I get also 0 laps but qualmin are now 30 mins???
Last edited by Pasci, .
Pasci
S3 licensed
Hm... looks like that solution is outdate anyway?

> Live for Speed Pubstats S2 v1.5 (19 Feb 2011)
Pasci
S3 licensed
Will be testet soon... I let you know.

Edit:
Oh, I completely forgot. I even have a stream with version 0.7D10 and 8 AI vehicles. I had the server created directly from LFS. I use a second PC (for streaming) which also houses the AI. At least it doesn't look that bad to me.

You will find the stream on YT:
https://www.youtube.com/watch?v=ybP1NR4YtmM
Last edited by Pasci, .
Pasci
S3 licensed
Quote from rane_nbg :Yeah, I see what you mean. Unfortunately, at the moment LFS is not the simulator to drive against many AI's online with your friend/friends.

I don't agree - We drive since years against AI drivers... but yes, it can be quite frustrating at times. Nod
As Scawen already mentioned "somewhere", the behavior of the AI should have improved with the "big" update. We will see...

Quote from rane_nbg : For safety reasons, I mean that each AI takes some PC resources and 3 AI's is safe to calculate on most older CPU's.

Ah! OK, I understand you too - But there are really enough CPU resources available to use much more AIs. Big grin At least 10 cars per guest would be a "beginning". Smile
Pasci
S3 licensed
Quote :You have to set the server in any other than "demo mode",

Nop, I have selected "S3". I doesn't matter, if I select S2 or S3. The maximum is 15 cars per guest (in the Web UI; NOT in LFS itself). In LFS itself I can set the value up to 32; but it will be reset back to 3 cars per host after starting the server. Frown It doesn't make sense to set such values, if the server sets the value back to the (old) max value. Perhaps simply a bug?

Quote :Guest cars are reserved for AI players from a single connection (user). For safety reasons, 3 is more than enough.

Of course - But we want more AI on the track and not only 2 per host. One likes to race against AI, the other wants to drift... it's a matter of interest/preference. Technically it is possible. I don't know what do you mean with "safety reasons". The current AI is sometimes "special" but real drivers are sometimes "special" too. Smile

Quote :That's why the option is called "per guest" and not "per server" - if you're not aiming to host some AI racing

I don't know what you mean. If we are only 2-3 drivers, we want to improve the race with AI drivers. Merely 4 - 6 AI-controlled cars are not enough for me. As already written, this is technically possible since version 0.6V. I don't want to debate whether it makes sense for anyone else. Shrug When I was able to run the server myself, I had a direct control on it. I just want to use the features/options that already exists.

And no, going online on other servers is not an option. We drive too seldom for that and wouldn't have a chance. That's no fun either.

But thanks for your answers anyway Smile
Pasci
S3 licensed
It looks like the problem has been fixed or went away on its own.
Hosting: Only max 3 Cars per guest
Pasci
S3 licensed
Hello

I rent a server for my/our team. Omg omg omg

I noticed that in the Web UI under "Extended settings" only 1-3 cars per guest can be set (values in brackets), but you can set values up to 15 with the arrows. After the server start, however, only 3 vehicles are allowed. And yes, as soon as the server is online you can increase the value again via LFS. However, it would be great if you could define that right away in the web UI and it would also be adopted. Shrug

I also find it strange that there are "only" 15 cars. According to the specification in version 0.6V (https://www.lfs.net/patch-6v) it should actually be up to 32 cars.

Is this adjustment still to come? It would also be great if you could use more than just 3 vehicles right at the start of the server without having to make manual adjustments. Is this still related to the old version 0.6U, which is also available in the Web UI as a server version?

Thanks
Pasci
S3 licensed
In the meantime websites are fast again. But yes, changing/saving something (change hosting or posting comments in forum) is still slow.
Pasci
S3 licensed
I did not find the following string (see attachments) in translations online; also not in the english.txt. Possibly still hardcoded? The message is issued when changing between UDP and TCP packets in Multiplayer (Connection to host).

Its not directly related to the test patch... but could be fixed too?

The LFSW messages are also in English. I don't know if these are sent directly from LFSW and are therefore not "translatable" at all?
Pasci
S3 licensed
Quote from Eclipsed :
Was wondering why,thought it's just some temporary hickup.

I hope - We will see.
LFS website slow
Pasci
S3 licensed
Hello

The LFS website/forum is very sluggish today. Other sites load quickly as usual. Can anyone else confirm this or is it just me? Technical issues or some "script kiddies" attacks the servers?

But that has nothing to do with the adjustments in the current test patch, right?
Pasci
S3 licensed
Quote from gu3st :Huh that gave me an interesting idea. Have people locally generate their own AI for a mod and then join an MP race and race their generated AI paths.

Yes - me

Quote from gu3st :It'd be interesting to see how "identical" they'd be or if there'd be differences

I have never compared. Why should there be differences?
Pasci
S3 licensed
@Scawen:

Stupid question (because I have no idea about the technical implementation): Why is it not possible to create/generate such an AI path in multiplayer as well instead only for single player?
Is that planned (on todo list) but too time-consuming/complex at the moment?
Expand statistic with power usage (not only fuel)
Pasci
S3 licensed
I am currently updating my team website. I also show the driver statistics of our drivers.

I noticed that only fuel, but no power consumption (KW) - has been present since the introduction of electric vehicles. Would be cool if this would also be "recorded".

Data source: https://www.lfsworld.net/pubstat/get_stat2.php?action=pst&racer=pasci&idk=[your own token]&ps=1&s=3


<pst_data>
<entry>
<distance>115834340</distance>
<fuel>3387506</fuel> <<<<
<laps>25080</laps>
<joined>1164</joined>
<win>611</win>
<second>302</second>
<third>179</third>
<races_finished>1639</races_finished>
<qual>664</qual>
<pole>405</pole>
<drags>30</drags>
<dragwins>2</dragwins>
<country>Switzerland</country>
<ostatus>3</ostatus>
<hostname>^1[SVRT]^7Server</hostname>
<last_time>1679313700</last_time>
<track>810</track>
<car>XFG</car>
</entry>
</pst_data>

Pasci
S3 licensed
Really cool improvements - thank you

Maybe someday you'll find time to improve the display of car damage as well? Smile Currently, it's difficult to "read" which part is damaged and how bad (without consulting the documentation). Perhaps there will later be a similar representation as for engine damage. That would be cool too!

This point is probably already on your list. Thumbs up In any case, I'm also looking forward to further improvements to the details.
Pasci
S3 licensed
With HTC Vive and Pimax 8K it works fine:

Display type: VR headset
VR system: OpenVR
Monitor view: single (default)
Resolution adjustment 100% (default)

I do nothing else. Which HMD do you use/try?
Pasci
S3 licensed
Thanks for sharing

BTW: You can check the current used GPU also in LFS under Options > Graphics > Adapter
A current progress report about graphic/physic is welcome
Pasci
S3 licensed
Hello Devs

The last few months LFS has changed a lot with mod support. That's of course great.

I just noticed that the last graphics/physics progress update with the video https://www.youtube.com/watch?v=DuwHBVvp-wg is almost 1 year old. Can we expect a current status of the graphics update soon? With the mod support, among other things, you Scawen were probably heavily absorbed, which is why the progress in physics is probably limited. It's also understandable. Ideally, we all only have two hands. Smile

It would be great to read and see something about the graphics/physics update again (screenshots and/or videos are of course also very welcome).

Thanks
Pasci
S3 licensed
Smile Wow! Fast answer

thanks for confirming
Pasci
S3 licensed
Just found out that a new test patch (A3) is already available. But I'm not sure if this fix means the problem I described? But I'll take a look at the next opportunity.

Quote :FIX: Warping (jittering) of mods downloaded after joining host

FGED GREDG RDFGDR GSFDG