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Racon
S3 licensed
Quote from Scawen :Test Patch U6:
Reduced maximum value of gearshift debounce to 100 ms (default 20)

I'm using it set to 200ms currently. 100ms is fine usually, but in a frantic situation such as banger racing it still catches me out quite a bit.
Racon
S3 licensed
Quote from lucaf :You can drive the next track already at PiranMotoBLIndustrial server

I'll leave it up while the tracks for the other rounds are on RG Thumbs up

edit: without wind Smile
Last edited by Racon, .
Racon
S3 licensed
Scawen has said that there won't be any new cars until after the new tyre physics is released (They would need work for the new physics, and he doesn't want to take time out of getting to the physics to do a job that would need to be redone).
Racon
S3 licensed
When you say 'no FFB' and 'linear resistance', do you mean that there is something going on, but not as much as you expected? Or does it feel the same as if you've removed the power? (ie, I can unplug the mains from my wheel (DFGT) and it still works as a controller, just with no FFB or lights. There's a tiny bit of mechanical resistance left, which is linear).

Remember also that the castor you have in your setup has an effect on the force being supplied to the wheel. Put it up as far as it will go and drive in tight circles to get LFS supplying the wheel with a big value for the FFB. Or drive straight and fast with no hands on the wheel to see if it starts a shimmy.
Racon
S3 licensed
If you're set to use 2048 res skins instead of 1024 it'll want credit to download them... but then it should skip that part with the skins in the folder, no?

Done a race restart too? (If you change a skin, it's shown as blank white on other clients until next optimise at race start, etc.
Racon
S3 licensed
We can rebind keys with scripts - there is an example for setting up using one button to cycle through the f9-f12 info in the docs here.
Racon
S3 licensed
If I'm understanding it correctly, Scawen is saying you need to control the lights yourself if you want to know when they're green. The actual moment the standard lights change to green is hidden from insim (I think for foiling scripted launches) when it happens. You can work out the exact start time as soon as the first car hits the first split, but not until then.

The insim-controlled lights do lag the control packet being sent a little though, so you wouldn't have an exact time doing it through insim.

You could use an insim checkpoint on the start line to get a reference, but it wouldn't quite be on green, it'd be green + reaction time + inertia.

Maybe use both methods and tune a ratio between them Smile
Racon
S3 licensed
Quote from SimulatorRental.com :Hopefully in the future, LFS, will have a color pallet value allocated as a background color (clear), that can change without changing the whole graphics color.

In the meantime I could knock you up a webpage where you upload a PNG skin with transparency, play with a colour selector to get the colour you want, and click a button to download a coloured JPG version.

I've been meaning to do it for a while, but it's been one of too-many things I want to get to Smile
Racon
S3 licensed
Right, so, I made a simpler layout with 3 checkpoints and a finish, with an insim split over each one. I've added the replay and the layout if it's needed. I did two laps, and the log is below.

The good news is that the gap looks consistent Smile That was my big worry from earlier in the thread.

(The first UCO time is the time it takes from /restart to green lights + reactions + inertia)

UCO: Time = 9.31

UCO: Time = 12.10
SPX: STime = 04.11, ETime = 04.11

UCO: Time = 15.14
SPX: STime = 07.15, ETime = 07.15

SPX: STime = 10.56, ETime = 10.56
UCO: Time = 18.56

LAP: LTime = 13.27, ETime = 13.27
UCO: Time = 21.27

SPX: STime = 02.38, ETime = 15.65
UCO: Time = 23.65

UCO: Time = 26.95
SPX: STime = 05.69, ETime = 18.96

SPX: STime = 08.49, ETime = 21.76
UCO: Time = 29.76

LAP: LTime = 11.06, ETime = 24.33
UCO: Time = 32.33

Racon
S3 licensed
Sorry, 'raw' is just a dump of the whole packet by byte. SPX is a split, LAP is the finsih, and UCO is an insim checkpoint. The lines directly below the raw are the timing information extracted from each packet.

I'm a bit confused as to what's supposed to happening where with that track, so I just dumped the lot in case you could figure it out just from the timings Smile

I'll try on a simple test track later on to get my head around it Thumbs up
Racon
S3 licensed
I did a straight 2 lap race with a log for UCO, SPX and LAP if that's any help

UCO Raw: 28 59 0 1 0 2 0 0 154 3 0 0 255 255 9 1 35 2 196 205 28 2 196 205 0 40 252 128
UCO: Time = 9.22
UCO Raw: 28 59 0 1 0 2 0 0 137 12 0 0 0 2 25 1 196 253 160 205 56 254 160 205 0 41 252 128
UCO: Time = 32.09
UCO Raw: 28 59 0 1 0 2 0 0 53 19 0 0 122 119 36 1 136 3 194 205 90 3 200 205 0 42 252 0
UCO: Time = 49.17
SPX Raw: 16 25 0 1 144 241 0 0 144 241 0 0 1 0 0 0
SPX: STime = 01:01.84, ETime = 01:01.84
UCO Raw: 28 59 0 1 0 2 0 0 73 27 0 0 129 128 21 1 161 3 66 197 90 3 68 197 0 43 252 0
UCO: Time = 69.85
SPX Raw: 16 25 0 1 30 49 1 0 30 49 1 0 2 0 0 0
SPX: STime = 01:18.11, ETime = 01:18.11
UCO Raw: 28 59 0 1 0 2 0 0 163 33 0 0 249 250 37 1 53 2 196 205 28 2 196 205 0 40 252 128
UCO: Time = 86.11
SPX Raw: 16 25 0 1 144 130 1 0 144 130 1 0 3 0 0 0
SPX: STime = 01:38.96, ETime = 01:38.96
UCO Raw: 28 59 0 1 0 2 0 0 201 41 0 0 0 0 23 1 195 253 161 205 56 254 160 205 0 41 252 128
UCO: Time = 106.97
LAP Raw: 20 24 0 1 210 199 1 0 210 199 1 0 1 0 0 2 0 0 0 0
LAP: LTime = 01:56.69, ETime = 01:56.69
UCO Raw: 28 59 0 1 0 2 0 0 182 48 0 0 122 119 37 1 146 3 196 205 90 3 200 205 0 42 252 0
UCO: Time = 124.70
SPX Raw: 16 25 0 1 86 79 0 0 40 23 2 0 1 0 0 0
SPX: STime = 20.31, ETime = 02:17.00
UCO Raw: 28 59 0 1 0 2 0 0 165 56 0 0 131 130 22 1 162 3 65 197 90 3 68 197 0 43 252 0
UCO: Time = 145.01
SPX Raw: 16 25 0 1 210 145 0 0 164 89 2 0 2 0 0 0
SPX: STime = 37.33, ETime = 02:34.02
UCO Raw: 28 59 0 1 0 2 0 0 74 63 0 0 249 251 37 1 71 2 199 205 28 2 196 205 0 40 252 128
UCO: Time = 162.02
SPX Raw: 16 25 0 1 96 224 0 0 50 168 2 0 3 0 0 0
SPX: STime = 57.44, ETime = 02:54.13
UCO Raw: 28 59 0 1 0 2 0 0 38 71 0 0 1 1 23 1 212 253 163 205 56 254 160 205 0 41 252 128
UCO: Time = 182.14
LAP Raw: 20 24 0 1 236 38 1 0 190 238 2 0 2 0 0 2 0 0 0 0
LAP: LTime = 01:15.50, ETime = 03:12.19
UCO Raw: 28 59 0 1 0 2 0 0 51 78 0 0 121 118 36 1 141 3 198 205 90 3 200 205 0 42 252 0
UCO: Time = 200.19

Racon
S3 licensed
Cheap sums it up perfectly, Niko. I thought the new owners might be better at seeing the bigger picture, but alas they're solving aero-related passing problems by adding... more aero. Genius. F1 is one step away from having drivers deviating from the normal line in order to collect virtual items for powerups. *weeps*.

But at least BTCC starts tomorrow Thumbs up
Racon
S3 licensed
Quote from Scawen :No, but what I am saying is that a good tyre physics model should produce a tyre that reacts in a reasonable way, similar to a real world tyre. So it should be able to reasonably simulate a lorry.

I appreciate that this is both "far future" and only "don't see why not", but racing trucks has been on my wishlist since before I even found LFS... it's made my day that your response to his question is anything other than "no chance" Big grin

I've always imagined the extra wheels could cause you some programmatic grief, but then, you've had the bike hidden in there for a while and the LXs' tracks are different front-to-back, so maybe it's not as big an issue as I fear Smile

Quote from KeiichiRX7 :Toss a disclaimer on it. Under construction.

You get to decide the minimum acceptable quality of your releases... Wink
Racon
S3 licensed
I did a quick test, but route checkers don't work how I thought they did - when you edit the id, it reorders them all so you can't have two with the same id. Still, that part is doable in insim as sinanju says.
Racon
S3 licensed
PiranMOTO servers live again Thumbs up

I didn't solve the problem, but I did find a way around it. Early on, one of the things I tried was moving the port range. This worked, but only for the first port in the range, none of the others. Today I thought to try putting each one on a port that wasn't part of a range, separated a bit in number, having its own port-forwarding rule.

That's done the trick, although it doesn't help me work out why it broke in the first place Shrug

But, it's worth adding to the list of things-to-try when servers don't respond Smile
Racon
S3 licensed
Sorry, I said 'start' but I meant 'start and finish' in the same direction.
Racon
S3 licensed
If you use split 1 and 3, you can have them in the same place in opposite directions without people being able to cheat the lap. If you use route check points, you can use any/all splits like that.

The track you've posted above could be done like this, with what we've got already: split1 and finish line in the same place, opposite directions, and two route checkers in each of the loops. (just one needed to enforce the loop being driven, or use two to also enforce the direction the loop is taken).

The cars having to start in the same direction would be the only limitation, I think, but I prefer that way anyway Smile
Racon
S3 licensed
I don't know anything about the single-pass stereo technology, and I'm sure nvidia know what they're doing... but that description they give has a whiff about it.
Racon
S3 licensed
Thanks! The new gearshift debounce works beautifully with my crackly switch - I'm able to get the value down from 250 to 100 now, and can drag my finger for as long as I do when I'm not conscious of it without any double-shifts. No more excuses on the track Smile
Racon
S3 licensed
Will do, but I'm afraid it can't be until I get home from work, around 7/8pm UK. My engines thank you in advance Smile
Racon
S3 licensed
Quote from Scawen :I'm pretty much finished now, need to get back to the graphics work. At this point I'll only fix serious issues, although your suggestion is probably good. The only thing I have on my list is to allow down to 0.05 on the view lock filter time.

Sorry to ask late, but I never usually remember until it happens and this reminded me... I'm hoping it might only be a matter of changing a constant.

Is it possible to increase the gearshift debounce upper limit?

(My downshift doesn't click any more, it fires constant static when held down instead. The debounce takes care of it most of the time, but 250ms is just a tad longer than my hand sometimes lingers on the button, apparently, as I often get double downshifts if I don't concentrate on making my downshift a click instead of a squeeze).
Racon
S3 licensed
Quote from GT4_PL :Please make increase 30 to 100 selected objects in editor layout?

If they're going to exactly the same place in the new layout then I have an insim that can help. If you want to move them about afterwards, that'll be in the next version sometime in the future Smile
Racon
S3 licensed
I meant to last night, but meatspace happened again *sigh*.

Seems to be fixed, I couldn't get it to happen. Cheers! Thumbs up
Racon
S3 licensed
Quote from Draggo :Ahh Avast, that explain everything. My favorite antivirus that flags everything as a virus.

Not true! There were multiple viruses/malwares running on the last avast-protected computer I came across, and it certainly didn't flag any of those Big grin
Racon
S3 licensed
The mini is Scawen mentioning some distant-future 'maybe' thoughts. Seems reasonable. But wait, what's that noise? Did I see movement over there?

Yep. Here come the 31 misc cars: 10 people with feature requests related to the maybe; 10 people with feature requests a step beyond the maybe; 10 people requesting the same couple of cars that make up 99% of the cars-we-want-to-see thread, and, finally, 1 person who saw someone programming once, thought it looked easy, and now can't understand why LFS doesn't release a new fully-featured version every other week. "Has Scawen thought about using such-and-such entirely unsuited technology?" the last one wonders aloud as the sound of gentle weeping fills the air...
FGED GREDG RDFGDR GSFDG