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Racon
S3 licensed
Quote from lucaf :As a reminder, my layouts are running on Racon's server "PiranMoto BL Industrial" and there is also lapper system (use !top), would be nice to see more name in statistics Smile

Feel free to use the layouts in your server, events, whatever as long as you share them free Smile Download link here

Ooops, outdated info that I neglected to update! I recently rejiggered my servers and have done away with PiranMOTOBLIndustrial. All tracks that were available there, including all of Luca's BL Industrial series, are now available on PiranMOTOStreetRacing instead Thumbs up
Racon
S3 licensed
I don't care what tech is used to simulate tyres, I care whether it feels right or not. Immersion > everything else. IMHFBO, of course.
Racon
S3 licensed
PiranMOTO Discord: https://discord.gg/Yj3B5TS Thumbs up

(...and website: https://piranmoto.co.uk/)
Racon
S3 licensed
Quote from False hope :You know what could really shake things up? Once the tire model is out and all these keyboard warriors who kept on defending how great the physics are, will be brought to a stage where the cars feel either like in Assetto Corsa or iRacing, will now suddenly, out of nowhere, praise HOW GOOD THIS UPDATE IS OMG...Yes, that will happen, I guarantee

You are incapable of imagining a good thing getting better? And it's all these other people who don't hide behind pseudonyms who are the keyboard warriors?
Racon
S3 licensed
Also, if you download a setup file, you can run it (double-click it) in windows, and LFS will copy it into the correct directory for you.
Racon
S3 licensed
That sounds like a good approach, but it would require the RES packet being expanded I think - there's only two spare bytes in there which is not enough to store the raw value (and they're also not consecutive).

Maybe it could be quantized to something that fits and was granular enough for this purpose, though.
Racon
S3 licensed
66/racon/Jamie Tresidder/United Kingdom/RB4/PiranMOTO
PiranMOTO_JokerLap - Enforce a joker lap on a server
Racon
S3 licensed
JokerLap will enforce drivers taking a joker lap in a race. You can set a minimum number of laps required (default 1), and a maximum number of laps allowed (default 1).

You can set the type of penalty given for not meeting the joker lap requirements (default stop-go*).

You can optionally issue a warning to drivers if they must take the joker on their current lap. (This will warn every required lap in the case of multiple required laps).

The layout requires 3 InSim circles placed in such a way as to cover the whole width of the track in the following places (see reference image):
  • Index 1, to be placed at the start of the joker lap
  • Index 0, to be placed at the end of the joker lap
  • Index 2, to be placed after the rejoin, but before the finish line
You may also optionally place a warning circle:
  • Index 3, to be placed before the joker lap (with enough track left for them to react safely!)
Added in version 0.3:

- multiple joker laps can be required, both minimum and maximum can be set
- penalty type is now configurable
- optional warning at last joker opportunity
- text commands to hot-set configuration
- killswitch

** 0.3 is compatible with 0.2 - you may replace the .exe without replacing the .cfg, default values will apply to the new settings **

(This program requires Visual C++Redistributable 2015 - if you don't have it installed, it is available here: https://www.microsoft.com/en-u ... oad/details.aspx?id=48145)

InSim circle reference:
Last edited by Racon, . Reason : version 0.3
Racon
S3 licensed
Thumbs up

Just a quick note to share what I've learned about JRR - you can move people about on the grid before the green lights without triggering the false-start system. Handy if you need gaps on the grid, as the REO packet doesn't allow them.

You do need to buffer the cars somewhere else first with an additional JRR though, as the JRR will allow them to spawn in an identical position as you work through the cars, and any slight movement will trigger a monster lag-hit type collision. I just use the co-ords of the pit start positions - move them all there to clear the grid, then all back to the grid in their correct positions.
Racon
S3 licensed
The plan is to turn the editor they've got into something that is releasable to the public, *after* they're happy with LFS. They're currently doing lighting/tracks and tyre physics - the lighting is coming first, the physics will come with it if it's ready in time.

It's not set in stone though, just a general idea of what they would like to be able to do and when.
Racon
S3 licensed
I am! I'll recompile the first version soon (I think that's the one you've got) so it runs better, then I've got an idea to solve the problem of the second Thumbs up
Last edited by Racon, . Reason : holy disappearing-question-post-making-you-look-like-you're-talking-to-yourself batman!
Racon
S3 licensed
I've recompiled this now with my new compiler - v2.0 is no longer a resource-hog.
Celtic Crossover - up to 16 crossings per lap!
Racon
S3 licensed
You like figure 8? Great fun, but with a little practice it's easy enough to avoid collisions as they all come from one place that you have enough time to watch... this track solves that 'problem' by increasing the number of crossings and making them much, much harder to track Smile

Figure-8 tracks have 2 crossings per lap (diagram 1), the Celtic Crossover has 8 when driving conservatively (diagram 2), or 16 if you're brave enough to drive the faster wide line (diagram 3), all from both directions.



The start grid faces a huge track map to give a hint to newcomers, each corner has a large number sign, and there's a speedbump diamond in the centre to aid navigation, but, it's still pretty easy to get lost... especially if you've been spun Smile






Alas, you do need quite a few drivers to get the full chaos effect (a smaller version suitable for fewer drivers is planned - no timescale as of yet).

Layout free to use, modify, steal bits from, etc, as always.

Layout is available to drive on PiranMOTODestructionDerby (!vote to select if not currently loaded), track stats available at https://piranmoto.co.uk/tracks/274
Last edited by Racon, .
PiranMOTO Grass10 - Multiple configurations
Racon
S3 licensed
My latest Grass adventure - Multiple configurations of a test-style grass track, with a common start/finish and pitlane.

Layouts and track maps attached - free to use/modify/share/steal-bits-of/etc.

All configurations are available on PiranMOTOGrass (changeable by vote); Track stats available on PiranMOTO.co.uk.

Every track starts with a blind crest immediately after the finish line, and all (bar one) end with an uphill, adverse-cambered, tightening turn into the straight. Lumps, bumps and gradients are an integral part of each course, with plenty of high furniture and sighting posts around for orientation.

Start-line crest:


Final turn: uphill, adverse camber:


In action:


Furniture:


Open config:


**EDIT** Added Sprint 4 and 5
Last edited by Racon, .
Racon
S3 licensed
It's always going to be a balance - but we shouldn't be addressing these things with hardcoding because people's setups and circumstances vary wildy, let alone requirements for different types of racing.

If there are to be bans on specific setup things in races, they should be enforced by server rules and/or insim so that you can set your server to your own preference, like the FCV option. When we hard-code this kind of thing, we get side-effects.

For example, I'd like to run MRT and FBM on hillclimbs/autocross. Those are perfectly valid cars for a hillclimb (I've seen similar on telly), and a hillclimb is a perfectly valid use of a handbrake in a single seater (they had handbrakes, and they used them for hairpins). But I can't do that if there's a hairpin, because other servers don't want handbrake abuse in their races. We could have had both if single-seat handbrake-ban was an option like FCV, or if we checked ourselves in insim with a handbrake flag added to the MCI packet or something along those lines.

TL,DR: Your right to swing a handbrake-ban should end at my server. Hardcoding means it doesn't, so let's not do that if we can avoid it Smile

PS: I know you said that point was controversial, but the auto-clutch discussion ends before it even starts when real-life paddle-shifters are auto-clutch, doesn't it?
Racon
S3 licensed
Quote from Bose321 :Interesting, thanks! So I can use this to export the values, and hardcode the difference right? Would the setup really matter? I don't think the position forwards or backwards does change right?

Yeah, the MCI position is the reference, the contact patch values are offset from that. Camber would move the patch left and right, but I'm not sure if castor would move it backwards and forwards. If the point that castor adjustments rotate around is the centre of the wheel we're good, but I don't know if that's the case or not. It might even be the case in some cars but not others.

We should be able to tell from a few test setups and repeated exporting of carinfo files, otherwise it's a question for Scawen, I think Smile

Quote from Bose321 :Yes correct! I'm working on a little drag InSim right now. I plan to make it as realistic as possible with pre/full staging. I'll have a look at that carinfo when I find some time.

Are you also working on an InSim, or just brainstorming?

Currently just brainstorming, but the urge to stop thinking and start building is growing Smile

This is one of two problems that has been keeping me on other things so far. I've got a polygon area system in my insim framework with functions for enter/leave, I thought using overlapping areas for pre-stage and staged would be easier to code around than lots of insim checkpoints, and make it easy to include deep-staging too.

The other problem is a lag between sending the light control packet and the lights actually changing. It's about 0.7 secs (IIRC) on my setup, but I don't know enough about why it happens to be sure that it's a consistent lag for everyone or if it's dependent on the client's processing power (I suspect LFS is swapping the model, or recalculating something to do with lighting).

I'm currently planning to use insim buttons for the lights instead, but it'd be nicer to be able to use an object on track.
Racon
S3 licensed
There's "centre of contact patch" in the carinfo file, along with a heap of other interesting things. They're given relative to the reference point returned in CompCar.

It would seem to be setup dependant though - you'll need to set a consistent camber/castor at least.

(Are we planning a drag-staging system? This 'we' is planning on tinkering with a staging system too, but not ready to start yet Smile )
Racon
S3 licensed
LFS USERNAME: racon

LFS RACE NAME: Jam

LFS RACE NUMBER: 616

Thumbs up
AXI layout name for editor-loaded layouts
Racon
S3 licensed
When loading a layout from the autocross editor, the AXI packet doesn't report the layout name as it would when loading with the /axload command. 'BL4X_ringwood', for example, is reported as such with axload, but as 'BL4X' when loaded in the editor.

I assume it's done this way for tech reasons (insim.txt says "if loaded locally" - axloaded layouts are local to DCON, editor-loaded are local to the client doing the loading), but this means that editor-loaded tracks are not being picked up properly and stats are being missed/overwritten/etc.

Anyone got a workaround that works now? I'm thinking I could make a hash from the objects and check it against a database whenever the layout name doesn't contain an underscore, but it'd be easier for me to just drive to my mate's house and beat him with a stick in person every time he does an editor-load.

Or does anyone know the tech reasons so that we might think about ways around it for an improvement suggestion?

Quote :struct IS_AXI // AutoX Info
{
byte Size; // 40
byte Type; // ISP_AXI
byte ReqI; // 0 unless this is a reply to an TINY_AXI request
byte Zero;

byte AXStart; // autocross start position
byte NumCP; // number of checkpoints
word NumO; // number of objects

char LName[32]; // the name of the layout last loaded (if loaded locally)
};

Racon
S3 licensed
You've got "Thread.Sleep(1000);" on line 54, which is the one second pause between yellow and green - I don't know about the lang/framework you're using (edit: or best practices for it as Bose says), but that 1000 just needs to be a random integer between 1000 and say 5000 for a random 1 - 5 second delay.
Racon
S3 licensed
Quote from Kashopi :...authorized legal representative

Does this necessarily mean a qualified lawyer? Could it be something easier liked a named volunteer acting as part of 'party in question'? You'd probably need a lawyer to know for sure, but worth a thought maybe.
Racon
S3 licensed
Quote from Sponge :But I think LFS would definitely benefit from having a few of the big sim racing YouTubers playing and promoting it.

I've always wanted to see praise from someone with a reputation of being able to jump into any car and go fast, like one of the top gear ex-Stigs. Something along the lines of "I've tried them all, LFS feels closest". Too busy throwing darts at pictures of Clarkson I guess, but you can't blame them for that Smile
Racon
S3 licensed
I realise the messages themselves don't do it, but if that message accompanies the unwanted restart... find one, find the other, no? I think I'd probably have to give up coding altogether if I didn't have wingrep to get me where I want to be Smile
Racon
S3 licensed
Do a text search of the entire lapper directory/subdirectories for a short part of the message you're getting, like "friendly"... that should get you to the right place in the code.
Racon
S3 licensed
It's in the flag packet already, there's a 'CarBehind' byte which id for the other car. (I don't know if Lapper does anything with it)

Even then though, there's a times when I've gotten the blue flag over and over again for a car that is behind me physically, ahead in the race, but can't catch up. Same car each time, but I'm not doing anything wrong by not parking up and waiting for it to pass Smile

I gave up on penalties because I couldn't discount those situations without more checks than I was willing to invest time into.
FGED GREDG RDFGDR GSFDG