The online racing simulator
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RC-Maus
S3 licensed
Here is my axis settings looks like your pedals are in the middle so auto throttle break and slip clutch.
RC-Maus
S3 licensed
Just checked my old assetto server setting.
It's called Packet HZ and mine was set to 35.
But in Assetto u have max 24 cars in server.
RC-Maus
S3 licensed
Big grin Just to quote a south american on an eu server. "This is nice I don't have to worry that much if I touch someone"
Last edited by RC-Maus, .
RC-Maus
S3 licensed
Just to give impression server wise

Must say seems the guys online like it Smile

Maybe we can test also higher then 12 pps?
RC-Maus
S3 licensed
Haven't tried with Full server yet but the few guys who joined me seem more smooth. Was thinking maybe 18 pps or more on test patch for trying out what is Best.
RC-Maus
S3 licensed
@Sobis not true u get every friday 1 unlock till max 2
RC-Maus
S3 licensed
Sounds like something is still blocking.
Maybe check ports router again (maybe hard reboot router)
Try disable windows firewall to see if thats the problem.
Recheck server local ip best make it static in lan.
RC-Maus
S3 licensed
Fix might be a good VPN.
RC-Maus
S3 licensed
Was hoping for a update report Wink
RC-Maus
S3 licensed
Quote from Degats :AFAICT, when a new packet turns up, it just corrects the initial conditions for the next physics loop.

More pps should mean that the prediction error wouldn't get so large, but I don't see how it would cause more physics processing.

It could potentially even reduce the distance to other cars where physics calculations could be turned off (assuming this is already a thing), as less prediction would be needed.



Edit:
Servers' connection speeds and bandwidth limits have increased a *lot* since the current pps settings were done. There's a lot of room for improvement.

I was talking to Pete about this a couple of months ago (along with other broadcasting stuff) and did some calculations - there should be plenty of bandwidth headroom to increase both pps *and* max number of cars on track a decent amount with no issues as far as we're concerned.

I Asked this earlier in previous update or update before.
Made Scawen talk to Victor, but Victor says the it would take to much cpu use Shrug

I think most pc's have more power just like the bandwidth.

Thinking LFS can improve a lot.
RC-Maus
S3 licensed
Problem is in LFS cars start flying when they hit each sometimes with a small touch. Hits are often very unrealistic. I understand with high latency (other side world) this problem will always be there. But still think with more dedication to connection this problem can easily be solved. I also understood Scawen will be looking at this, together with more protection.
RC-Maus
S3 licensed
Quote from DarkKostas :Gotta admit when we used a vpn to play LFS with 12 pps, the game looked unbelievably smooth. Not sure how it'll look on a big server and how more demanding it'll be for the rest of the players too, but you can definitely see and feel the difference.

Ye I don't know why we use more packets/sec. Me was told becourse it was to stressfull on server.
But on my server I can hardly see cpu at stress Shrug it stays on 800mhz when server is full (47 peeps)
Comparing this to my Wreckfest server 24 guys online server cpu is arround 20% use at 3,4mHz bandwith is arround 12gbit. But must say that game is smooth as **** online.
RC-Maus
S3 licensed
Quote from dekojester :From which University would you like me to suggest you as an honorary doctorate degree in physics? Tongue

Lmao
RC-Maus
S3 licensed
Quote from Scawen :Thank you for the feedback, pleased you like the progress so far.

I have a bit more to do on the graphics, though I want to spend some time on the physics soon.

A couple of urgent things I can think of.

- I want to convert the 'individual car diffuse lighting calculated from dynamic environment map' into a compute shader so I can use it for all the cars that have an environment map. More distant cars will use the 'approximate diffuse' lighting that is currently in the paths. That's only about a day or two's work, I think, as it's a simple compute shader (and a conversion of existing code).

- The approximate lighting, for more distant cars and will also be useful for temporary objects like physics objects, layout objects and skid marks. It always was stored in the paths. But now I think it can use the occlusion octree, as that already covers all driveable areas. This sounds like a few days work.

- One obvious thing is clouds in the sky but I really don't want skies to prevent work on the physics. In my mind this can be released without clouds, but cannot be released without the physics updates.

- Various things on paper lists here but I am actually crossing them off faster than adding them now.

On Eric's side there are still plenty of holes and gaps at South City, mainly because there are really a lot of new roads and connections and he has been filling those new places up with detailed buildings. Some more holes to fill at Kyoto, and there is Fern Bay too. So both of us will still be busy for quite a while.


Thanks for the comparison shots!


Thank you for that! Smile

Thank u for this last report all looks greatPetals
RC-Maus
S3 licensed
My idea is LFS has many things best Shrug

Plus:
Easy spectating
Easy implemeting insim
Easy chatting
Real WR

bads:
Bad outdated graphics
Bad outdated sounds
also needs updated contact maybe more pps (me was said that leads to more cpu usage but lfs hardly takes resources server)
RC-Maus
S3 licensed
When u loged in at lfs.net u should be able to click upgrade.

But U also can buy a voucher S1 and use that to upgrade.
RC-Maus
S3 licensed
Quote from False hope :Would you really admit that having to play more or less the same game for such a long time is enjoyable, or do you have to take breaks to find it re-playable?

Aren't all race games the same? I mean I play almost only race games.
ATM mostly Wreckfest but also most race games for me all the same (some better then others) but we go rounds. Think LFS is one of the best games in many ways and we racers don't mind going rounds after rounds Wink
RC-Maus
S3 licensed
But any news would do Wink
Personally I would like to see progress in the sky clouds etc.
RC-Maus
S3 licensed
It's so quiet.
RC-Maus
S3 licensed
Quote from rich uk :like october 2002. Came with a copy of \PC Gamer i think? racing on bl1 and gti and having a blast!

Thats how my first contact was Computer Totaal (magazine) had a copy of LFS believe also in 2002.
I played like 2 weeks and remembered the game in 2005. In 2007 I needed to register for buying S2. Believe before demo there was no registration.
RC-Maus
S3 licensed
@ni-san like this?

Nilex jump one off the most respectfull racers out there Wink

RC-Maus
S3 licensed
Good race memories from Redline Server end 2007 early 2008 SO6 FBM

RC-Maus
S3 licensed
I would advice rent a server in Brasil Wink
FGED GREDG RDFGDR GSFDG