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Racon
S3 licensed
Last edited by Racon, .
Racon
S3 licensed
I didn't even know that screen existed for the longest time because any InSim buttons sent will hide it and I always had AONIO turned on and sending buttons for radar Big grin

Ctrl+I or Ctrl+B will hide the insim buttons (one is for local InSim buttons, one is for host InSim buttons, but I forget which is which) so that you can see the screen underneath.

I have a countdown-to-restart button that we can use on PM, but I discovered during TOC that I can't use it when that screen is displayed because people can't set themselves as ready. They hit the key combo to clear my countdown button, but they've got less than a second until the next update is sent and removes the screen again...
Racon
S3 licensed
Whilst we're in general-planning-for-the-future territory, can I ask for a bit of insight into collisions?

When the PPS rate was increased there was a huge difference in collisions for the better. It was much safer to rub shoulder-to-shoulder, the lag-hit type collisions were far less frequent and didn't seem any bigger when they did occur. Since the move to the new host provider it's not quite as safe to rub, and there are some enormous lag-hits on occasion.

Between that and your explanations of the LOD3 rays for modders, I'm guessing that the method for determining impact energy comes from the amount of overlap when the overlap is detected, ie, lag-explosions occur because the lag has allowed a larger overlap to happen before it is detected and dealt with.

I ask because reading the sledgehammer-to-crack-a-nut post about data access, it occurred to me that if you had access to the speed vectors of both cars at the point where you calculate the energy involved in the collision, you could cap that energy value based on the maximum overlap that could happen in a single frame given the closing speed dictated by those vectors. If I'm not misunderstanding or missing something, then no collision could ever create any more energy than a collision that involved no lag.

The problem I see with that is that the collision would still be late and might not generate enough energy to separate the vehicles, meaning another collision next frame. I can't get my head around whether or not the vector-limit thing would work in a subsequent collision or fall apart because of the effects of first one. (4D maths is really not my thing Wink)

But, if there's no problems with vehicles not clearing each other, or if those problems are less, or 'workaroundable', then that could be the end of being pinged off the track because of a little rub coinciding with a little lag.

--

Separate thought: I'm assuming Eric won't see this, so could you ask him when you next speak if he would consider releasing the last version of the RB4 as a mod? Or if he'd be happy for someone else to yoink it from a previous LFS version and release it as a tweak mod? The new one is nice too, but the old one is like a first guitar - sometimes being better doesn't matter as much as being familiar. I miss my buddy who taught me 4WD Smile
Racon
S3 licensed
The letter Z has was harmless when I started this mod, but now a new name is required. I didn't want to go with 'fairlady' either (too old boys' club). I've settled on the name Firefly.

Slowly, slowly filling in gaps and adding details.

Racon
S3 licensed
Some action shots from last week's event Thumbs up
Racon
S3 licensed
**snip**

**PiranMOTO Open DD, Season 7 Round 4**
**Friday 27th** at **19:00 UTC**
Live stats at https://piranmoto.co.uk/events/101
Last edited by Racon, .
PHP7/Win - PIE (PHP; InSim; Easy) - Windows EXE running a PHP InSim framework
Racon
S3 licensed
PiranMOTO PIE (PHP; InSim; Easy) - Windows EXE running a PHP InSim framework

** Please consider this a beta release at this time! **

PIE is designed to be give easy access to InSim functionality with the PHP programming language (ver 7.2, CLI mode). It takes care of connection to InSim (and optionally OutSim and OutGauge) and maintaining the connection, and calls a user-defined function on receipt of any packet. It can be used to connect to an LFS client (local mode) or an LFS server (host mode) and comes with some basic commands and debugging.

PIE is a commandline executable that reads a PHP file (refered to as a PIE script) and optionally a text configuration file. PIE then uses the settings provided to initiate a connection to InSim. Once connected, PIE will wake from sleep at the specified frequency to run a 'tick'. During this tick, PIE will process any incoming packets, call any pending callback functions, and return to sleep. PIE runs at between 5 and 50 ticks per second, default 20.

PIE scripts consist of PHP functions that are called by PIE as appropriate, such as at startup, on receipt of a packet, at a pre-specified time, etc.

There are functions available to do common tasks such as sending packets, speaking to chat, etc., and a PIE object provides constantly-updated InSim information and a data store.

Functions that are called on receipt of an InSim packet are called with a parameter which consists of all the packet data, unpacked into an associative array. Some packets with combined values have additional indexes for the separated values, and all text fields have been made safe for windows (0 byte stripped, raw SkinID bytes converted to SkinID text string).


Requirements:
  • Windows or emulator
  • LFS v0.7+ (InSim v9+)
  • Visual C++Redistributable 2015 (often already installed) (https://www.microsoft.com/en-us/download/details.aspx?id=48145)
(You do NOT need to install PHP)


'Hello world' demo:
Last edited by Racon, .
Racon
S3 licensed
**snip**

Live stats at https://piranmoto.co.uk/events/100
Last edited by Racon, .
Racon
S3 licensed
I see what you mean with the lights now. I'm planning on smoothing them out with the rest of the curves, and the light texture will be fine-tuned a bit better to match. It'll still be three distinct sections, but they'll curve gently along their length and have a less angular transition between them.

Thanks for the setups, I will give them a thrashing over the weekend :thumbs: To be honest I'm really not skilled enough to drive this thing anywhere near the limits - it's all I can do to get through the roundabout section of the ring without crashing. It's no less fun though Wink

About a bigger version, maybe, but I've got a lot of other modding to do and not much time to do it. It's derivatives-allowed though, so anyone is welcome to make a bigger version if they're impatient. (This one does have aero, btw, quite a bit. It might not feel like it, but without any it is barely touching the ground at about 100kph Big grin )

Speaking of the fragility... we're running this tonight on DD at an offroad fig 8 (round 5, 20:30 UTC). Fingers crossed!
Racon
S3 licensed
**snip**
Last edited by Racon, .
Racon
S3 licensed
Thanks for the kind words. It's a strange vehicle for sure Wink

Quick fixes: I've updated the rear lights and allowed all tyres.

To-do: I'm still thinking about the overall shape, more details, how much more I need to cut for wheels etc., and possibly adding fairings for the knee supports. I will save the smoothing for after another WIP update.
Racon
S3 licensed
**snip**
Last edited by Racon, .
PIRAN PF ONE
Racon
S3 licensed
Vehicle mod: PIRAN PF ONE
Details page: https://www.lfs.net/files/vehmods/8EFF4E

SHORT DESCRIPTION:
Quote :Light and powerful 4WD in a unconventional configuration

DESCRIPTION:
Quote :Inspired by Phil Frank's Nike One as seen in Gran Turismo, the PF One is best described as a crazy 4WD electric motorbike. It's light, powerful, four-wheel drive with monsterously big tyres, and all in a configuration that's unusual and versatile. It loves zipping through traffic, going sideways around rallycross tracks at insane angles, or close open-wheel racing on an oval. All the speed is amplified by the driver's proximity to the road - it's an odd feeling looking upwards at an MRT driver.

I've tamed the sci-fi a little, and countered what I can, but you're still going to have to suspend a few disbeliefs... wheel hub mechanisms that somehow mimic a double wishbone perfectly, the capabilities of the human neck, how exactly the driver got in there in the first place, that sort of thing. (Take those issues up with Phil Wink )

I've added a fair whack of downforce with a proper aerofoil shape to the front wings, wing followers, and an enormous combination deflector/diffuser at the back to complement the combination tail / wedge-stabiliser. It might be too little force for that stubby a chord, but I didn't want to overdo it. It'll still lose the back going over the WE1 crest if you're not careful, and you feel the lack on the brakes under 60mph/100kph.

To do:

- Smoothing mesh (all over)
- Add detail (interior, roll bars)
- Make skinable
- Headlights/front indicators?
- Handlebar fix
- Any tweaks/changes from feedback.

Huge credit to CyberMob's Acer: I had found some potential and ruined it in several different ways with endless tinkerings back at the 4-wheels-and-a-board testing stage - he brought it back from the dead with his fixes, improved the handling all around, and made it worth continuing with. Much thanks Acer :thumbs:

--

Sources:

Brake/Indicators: CC0 (https://pixnio.com/media/plastic-texture-dark-blue-geometric-shape)
Leather: Free commercial use (https://www.textures.com/download/Leather0071/15488)

COVER SCREENSHOT:
Racon
S3 licensed
Beautiful! I've put it up at PiranMOTOStreetRacing for online racing (!vote to change track if it's on another)
Racon
S3 licensed
You asked for it, you got it 😉

4 TOC layouts, 2 rounds each for the T16 and the UF Pickup, and many, many, many crossovers 💥🚑 🏁

Tracks loaded in !vote menu, go get 'em!



**CORRECTION: Interval is not as listed... it's Piano!**
Last edited by Racon, .
Racon
S3 licensed


Special event: Choose your own Combos! *(uh-oh)*

We're going to sneak a quick special event into the schedule before we kick off season 7, with our racers choosing the combos. *(what really?)*

Suggest the car/track combinations you'd like to race most on our discord server, we'll all vote on them, and then we'll run the 7 most popular for this week's event. *(oh god no)*

To keep it relatively sane, we'll require that in each combo we must have either a car or track that we've raced before. One new thing at a time! *(well that's something at least)*

If it's a track that's not in the server's !vote menu (list available at https://piranmoto.co.uk/servers), let us know so we can upload and check it in time. *(just no)*

Voting will be open until Weds evening, combos will be announced and readied on server for practice on Thurs. *(we're all going to die)*

Be Brave!
Racon
S3 licensed
I've got all kinds of grass layouts over on PiranMOTOGrassRacing, but no small ovals. The closest is Rony's, but it's probably bigger than you're looking for. (!v to vote layouts)

I'm happy to host any layouts you make, there's some good grass places in WE if you can find the right patch of lumpiness. I could maybe transplant one of the old banger ovals onto grass Wink

EDIT: Clean racing on Grass and Street servers! Not everyone knows PM does anythign other than DD Wink
Last edited by Racon, .
Racon
S3 licensed
**snip**
Last edited by Racon, .
Racon
S3 licensed
A quick update, version 0.1g, to make use of the new mod filtering system: Carlim now uses the /cars and /mods commands when setting a whitelist, to hide cars for which there are no whitelisted options.
Racon
S3 licensed
**snip**

**PiranMOTO Open DD, Season 6 Round 15**

**Friday 15th** at **19:00 UTC**

Live stats at https://piranmoto.co.uk/events/95

Tracks highlighted in server **!vote** menu on server

Full schedule on PM Discord
Last edited by Racon, .
Racon
S3 licensed
I don't know if it's related, but I was helping someone out with the the insim SCH packet and it isn't working as expected. If I set CharB to 105 (lower case i), LFS seems to receive 57 (9 key) and turns hazards on instead of toggling ignition. I hadn't used that packet before so I have no more useful info than that I'm afraid, no idea if it has always been so.

Edit: It worked when sending 'V' in upper case, the view changed as expected.
Last edited by Racon, .
Racon
S3 licensed
**snip**

Live stats at https://piranmoto.co.uk/events/94
Last edited by Racon, .
Racon
S3 licensed
Nice find, thanks!

Steering lock is one of those things where I have conflicting info - most Lions seem to be listed at between 18 and 24 metres turning circle, but that corresponds with 15 to 20 degrees of turning angle. 35 degrees of steering as we have now is a 9 metre turning circle, so we're already pushing the boundaries of the data I found Smile

Having said that, it is important to me that this can be used by everyone who wants to, for any purpose... including drifting. Once you throw the back of this thing, it just keeps going and going and going, maybe a bit more steering angle would be useful for that. People who want lower angles can always do it in the setup.

I am thinking maybe when they list turning circle instead of steering angle, that they mean it in real world terms, ie, the space it needs to turn including the overhang. These turning circle calculators don't include overhang, which would make a big difference and render my numbers above useless.
Racon
S3 licensed
"Imagine no possessions" says the man playing a white Steinway piano in a mansion on a 70 acre estate? Uh-hu

Racon
S3 licensed
**snip**
Last edited by Racon, .
FGED GREDG RDFGDR GSFDG