The online racing simulator
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Pasci
S3 licensed
Perhaps this links can help to get the required files/archives?
https://lfs-svrt.ch/download/track-mods
https://lfs-svrt.ch/download/misc-mods
Pasci
S3 licensed
Live for Speed has in terms of dedicated host solutions in my view the nose ahead! Why does "high gloss" racing sims need 20gb and more data for a "simple" dedicated host (like ac, pc, ams)? LFS host also runs smoothly under linux.

Great work!
When will the download of 2048/1024 skins be released?
Pasci
S3 licensed
Hello Devs

Since months we can upload higher resolution skins (2048) and helmet (1024). But when will this also be released for download?

On the upload page following text is still displayed. What prevents you from releasing?
Quote :LFS currently supports downloading skins of up to 1024 * 1024, but we want to increase this to 2048 * 2048 in the future.

Thanks
Pasci

PS: Hm... I have already ask this question 2 years ago. :-) https://www.lfs.net/forum/thread/88165
Pasci
S3 licensed
Thanks for the update of your current work
Pasci
S3 licensed
@Scawen:
Currently track updates are in work, after that (hopefully) the car models get updates... do you plan an update for the sound system / engine sounds, too?
Pasci
S3 licensed
@Eric: Once again: very impressive work and another big step for the look and visual appeal of Live for Speed. Can not wait to finally get on the "new" tracks / layouts.

@Degats: Many thanks for very useful comparsion links
Pasci
S3 licensed
For Linux users it will be helpful if the file extensions are all in lower case. :-)

Client OK
Connecting Servers...
>WARNING: ./drifttop.lpr doesn't exist!
WARNING: ./layoutlist.lpr doesn't exist!
WARNING: ./usertop.lpr doesn't exist!

After renaming that files this problem is fixed.
> mv drifttop.LPR drifttop.lpr
> mv layoutlist.LPR layoutlist.lpr
> mv usertop.LPR usertop.lpr

But after that I get following exception. :-(

Client OK
Connecting Servers...
>
Unhandled Exception:
System.EntryPointNotFoundException: SetConsoleCtrlHandler
at (wrapper managed-to-native) LFSLapper.ConsoleCtrl:SetConsoleCtrlHandler (LFSLapper.ConsoleCtrl/ControlEventHandler,bool)
at LFSLapper.ConsoleCtrl.Dispose (System.Boolean disposing) [0x0000f] in <2b5e2f327ac04fd29e5c7b7af7dae775>:0
at LFSLapper.ConsoleCtrl.Finalize () [0x00002] in <2b5e2f327ac04fd29e5c7b7af7dae775>:0

Any idea whats going wrong?
Pasci
S3 licensed
With Chrome (68.0.3440.106) I see the same error and also with current Firefox version (61.0.2).

Not only for cars but for tracks too.
Pasci
S3 licensed
Quote from Degats :...

Thank you for your extensive explantation - That help me to understand such things a little better.
Pasci
S3 licensed
Quote from Scawen :... then this opens the possibility of working on separate physics and graphics threads.

Probably a stupid question, but I have no experience in programming threads:

More threads means not multi-core support. Threads are (only) sub processes of the main process? Correct?

Will multi-core be supported by LFS in the future? What are your plans for multi-core or is this already one of the items on your work list?

The background of this question is that currently my CPU or their clock limits the performance with a big AI (>20) field. Not really critical at the moment but perhaps after the graphic/shadow system update? No idea if that could be related. Do I just have to be patient when you release the next version or should I look for a higher-clocked, newer CPU (anyway)? ;-) Currently I'm using an (old) i7-2600K with 3.4 GHz.

BTW: Thanks for the two screenshots. I am very much looking forward to further pictures.
Pasci
S3 licensed
Quote from Victor :
Unfortunately that's not a quick solution, but one that can be realised if I can find some free time (or maybe it can be a community effort? I've no problems making it an open source project ... it'll be javascript anyway, so it's open by default Smile )

thanks for the review - for me that's OK.

Do you not have already a HTML5 version? Is not ready yet? Perhaps it is enough (with handycaps) then nothing? :-)

Small please: Can someone of the devs reset the activation counter or release one possible activation for my account? If not, I can also wait until friday. - Thanks anyway
Last edited by Pasci, .
Pasci
S3 licensed
Are any InSim connection issues known?

The Insim connection (through LFS World > Racers & Hosts online > Insim Relay) to my dedicated server still failed. But if I try a tool outside it reports that my Insim port is open. Perhaps an issue on LFS World side?

Switzerland, Zurich Connected 0.039 seconds

Used tool/website: https://check-host.net/check-tcp

The firewall rule isn't limited to a specified IP. Everyone can connect to the Insim port.
Pasci
S3 licensed
Quote from krakilin12 :Thanks for the reply, that seems to be a very small Dev team.
I suppose they don't have more so to keep employment costs at a low.
Very impressive what a 3 member Dev team did over these years

This information is published on the website too.
https://www.lfs.net/about
Pasci
S3 licensed
I'm just reading lament here. The test patch thread is hardly planned for this. Can you do that not elsewhere?

Play something else if you do not like the current progress of LFS.
Pasci
S3 licensed
Scawen: When do you intend to release this version? Do you add still any other (editor) features here?
Pasci
S3 licensed
Quote from FreeScirocco :Lots of people with powercards forget to realize that LFS is pretty GPU friendly, in a way that the GPU goes into sleeping mode by clocking itself and its memory down if it detects it has not have to do much. Without monitoring GPU-Z (which has a clock history graph) its impossible to say what is going on. When in fullscreen or windowed/borderless screen and post processing on/off the drivers can decide to be in a different power state and therefore cause the 10x framedrop. Its then your card which is "sleeping" but to be sure about this; monitor GPU-Z.

Yes, I know that. But you do not know my configuration / resolution. Big grin
Anyway, Scawen provided me with the necessary input. Everything is fine now.
Pasci
S3 licensed
Quote from Scawen :The reason for that is, I believe 4xAA is the best result for the least minimal extra GPU usage. That's why mirrors and VR render target use 4xAA and that's why the postprocessing one does as well (as it was a quick add-on using some existing code). My understanding is the render target uses 4x the size of Z buffer when you use 4xAA. Higher AA settings use bigger and bigger Z buffer and it starts to become a memory access and processing issue. And regarding anisotropic filtering, higher AF settings cause the card to produce its own special anisotropic versions of textures in memory and the amount used is unpredictable (at least to me it is).

Thanks for the explanations Thumbs up

This makes the topic a bit more understandable for me.
Pasci
S3 licensed
Quote from Scawen :I'm not sure if you did a typo there. Did you mean AA in the final sentence above? As in antialiasing, not anisotropic filtering?

The fps is low if I select "Full-scene antialiasing" with 8x. If I switch off "post-processing shader" with this value fps fall down to around 5 fps. If "Full-scene antialiasing" is at 4x the framerate is stabil. It doesn't matter if "post-processing shader" is enabled or not.

Perhaps you can only gray-out instead of hidding "Full-scene antialiasing" if "post-processing shader" is enabled? Or do you plan to change this dependency between "post-processing shader" and "full-scene antialiasing"? After Talking about this issue I realize, that "Full-scene antialiasing" is hidden while "post-processing shader" is active. :-)

I'm sorry for the following off-topic question (you can ignore it): Why "Field of view" is limited to 90° in multi-monitor usage? For single monitor configuration I can already use "unrealistic" values of max. 160°. Will be nice if viewing area for multi-monitor usage with more degrees (max. 110°?) are possible in the future.

BTW: Thanks for your fast support with my "little" (known) issue.
Pasci
S3 licensed
Quote from Scawen :What is your setting for Full-scene antialiasing? (Options - Graphics)

It was at 16x. The issue exist also at 8x.

Quote from Scawen :So maybe try turning down AF and limit your AA to 4x.

With 4x AF switching between off and on works without frame rate drop.

@Scawen:
By the way I DISABLED post processing and then I had the bad frame rate.

I can not imagine that it is related to the vram. The graphics card has dedicated 4 GB of RAM. According to LFS, the textures memory usage is around 324 MB. There should be enough space/ram, right? I don't know if that so easy to compare. I don't understand enough about vram and usage. Smile
Pasci
S3 licensed
Sorry - This issue is not test patch related. I can reproduce this issue in the current public version too.
Pasci
S3 licensed
I don't know if this issue is since my graphic configuration has changed from a 2 screen to a 3 screen setup.

If I switch off post processing while I'm on a track the frame rate drops down over 10 times lower value then before. I mean that I switch OFF the post precessing. Before it was enabled. If I switch back ON, everything works fine.

If I'm not on track, I can switch between on and off without this frame rate drop.

BTW: I can reproduce that only in fullscreen! In window mode or in borderless mode I can't reproduce it. Very strange behavior.

Used graphic card: GTX980 / current NVIDIA drivers (397.64).
Pasci
S3 licensed
Quote :It will not be developed or included in future versions

Too bad! :-(

That was a long time ago. But it's nice to see where LFS stands today... and will stand in the (near) future. I'm looking forward to the next updates.
Pasci
S3 licensed
Your questition is a long time ago... without any answer.

Please check your LFS settings. With a Dual Monitor Setup you can configure which one is the main and which one is on the right or the left side. You can configure that under "View" > "Multiple screen layout". Perhaps that solve your issue?
Pasci
S3 licensed
Quote :Hope you're hearing this mate @Scawen.

Check out the latest comments of Scawen here:
https://www.lfs.net/forum/post/1933469#post1933469
and
https://www.lfs.net/forum/post/1933477#post1933477
Pasci
S3 licensed
Do you plan any new features for LFS Top?
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