My curiousity - what do these "$objectflag,$Time,$XPos,$YPos" tell you? And are they all needed?
$objectflag - 10 in your example - is this like a car, wall, cone, tyre, etc? Is there a list somewhere? Would it need some sort of array to look up to give the item rather than a non-descript number.
$Time - I assume milliseconds? If so, roughly 5 and a half seconds. From race or qualy start? Or is it how long the event lasted for? Or something else?
$XPos,$YPos - I suppose this may be useful for logging if you ever want to look back at something? But likely needs 3rd party software (I have seen some polygon thing on the forum that could probably do this [Russian named Dennis somebody with spongebob avatar springs to mind]).
Or possibly AutoX, although for most things, you would get penalty for hitting an 'object'.
Other things you've recorded ..
What's difference between ObjectContactSpeed and InstantSpeed?
X and Y Axis - ? And how do they differ from $XPos and $YPos? Or even heading and direction? Which is how I think of Axis working - sort of East/West for X and North/South for Y, although your results look more like co-ordinates on a map
Heading and Direction - ? Is one the way you were going and other the way you now face?
For some people, the answers to these questions might be self evident. Sorry, but its not to me. It's 40 years since I left school (and saw my 1st ever calculator!); maybe I need refresher on geometry, maths and algebra.
I'm just trying to think how it could be used in real life, such as;
or
Might have been more useful if Scawen's Insim told you sector number rather than X and Y.
Is it possible for you to make a new script to list top drift scores by car?
I thought maybe by modifying your TopTable script that lists only fastest times for each and every car, to list only the highest drift score for each car?
I tried doing it myself, by reverse engineering your script, and using PBDrift, but best I've managed so far is 20 lines of 'Wrong dimension Array' in a table.
I do have drift score tables..
.. that list in order from highest to lowest (standard drf table with additional buttons), and grouped per most popular drift cars, but a top list would be nice too
Problem is that the demo isn't limited demonstration; it's a free game that has 3 cars and a track with multiple configurations. It would appear sufficient as a 'full' game for a lot of people.
And are you saying people are unable to decide within 1,000 laps or a set time (I was actually thinking 3 to 6 months, but neglected to write that) whether this game is for them or not?
Skin uploads - I've seen plenty of posts from demo users asking for their skins to be uploaded, and licensed users doing this for them.
Of course its popular; its free.
As I wrote above, its a free game with some cars and tracks. And you can race anytime you want, with people all over the world. For nothing.
I got such as deal on an app for my smartphone, I'd be more than happy.
Thing is that lots of things are popular, but in almost every single case, it costs. Even to be a spectator, such as at a car race, a stadium event (sport, concert, etc). Even a picnic - you have to buy food, drink, pay to get somewhere (fuel or fares) if more than few miles away. Free is not helping developers pay for their time. Because of this, they may have to take other jobs to pay for their lives, like most other people, and could end up giving up on LFS.
As far as community goes, demo user wise, maybe I've got blinkers, but I see a lot of 'I want', 'I should have', 'why can't I have?'.
Also,
This is not the developers fault. Why should they be out of pocket for something that happens in another country.
I realise for a lot of the people on this planet, that affording to pay for ANY game will be a struggle. But more and more people seemingly are able to afford smartphones (if mine breaks, I'd have to rely on my old Nokia 3109, as I couldn't afford to get a modern phone. And a lot of people with smartphones are happy paying for bits of things (apps, music tracks, etc) in microtransactions. For them, they're happy to pay 99c / 99p rather than something in it's entirity that may cost 9.99 and more.
When I bought the game, I'd read a review in a gaming magazine (remember them?), and bought an S2 license before I even knew there was a demo. There was no demo on the cd that came with the mag, so I assumed the game didn't have one. May seem silly now, but 10 years ago, the internet was still new to a lot of people, and probably something they only ever used at work.
Likely what I feel about demo users and their wants and demands is an age thing (I'm nearer to 60 than 50 now ). I'd never imagine that as a demo user, that I should feel that I am entitled to same as someone who's paid for the game.
And I realise, that ultimately, this is a decision for the developers, and one that they seem to be able to live with, as they have made no change to the demo / license system for all the time I've been involved in LFS (I think, but my memory may be bad here).
Made this little while ago, then converted it to work at South City, where I had to change it a bit to get round, rather than go through, some of the buildings. So this layout slightly easier than the South City one.
Forgive the screenie - done in a rush. And originally only for my own use as an aide-memoire
I'd like to see the devs rethink their demo system.
At the moment, demo users can get unlimited time with one track, but multiple configurations, 3 cars and ability to connect to and use InSim system.
I think this should change.
Some alternate choices;
Time limit - although I can see all these demo users just setting up new online account to start again. Unless....
Link demo account to a credit/bank account/paypal? If time limit implemented, and LFS sees the same account being used for 'new' demo user, then it knows this is repeat, and refuses.
Lap limiter - once you've done a certain number of laps, say a thousand, you should know whether you like something or not. And if you do that many laps, then answer likely not to be no. So LFS gives an automatic spec - you get to see what you're missing.
Set limiter - one user set per car, while still keeping standard Hard Race set.
Nag screen - once someone has done a certain amount of time or laps, then a big message appears, and stays for a while (making it very difficult to get round corners / finish lap), reminding you that you have been using demo for that amount of time / laps. This is repeated at regular intervals.
Track - after certain number of laps / time, lose the ability to use all of the Blackwood configurations - maybe just limit it to the car-park area.
Cars - after certain number of laps / time, lose one of the cars (say FBM first), then after another number of laps / time, lose another car.
Laps - limit number of laps that can be driven in one go - maybe maximum of 5 at a time.
Spec/Nag - after every so many total laps done (say 100), you get automatically spec'd into a nag screen.
InSim - No ability to use or connect to any InSim.
Microtransactions - as things (cars / track configurations) are taken away from the demo users, for a small fee they can add them back in for a short time - maybe 99c / 99p per? Or subscription to keep demo going for another month? Again, something like 99c / 99p per. I would be prepared to bet that all these demo users complaining of having no money, still manage to pay for downloads (music and apps) for their smartphones.
Adverts - maybe a banner ad running along bottom 10th or so of screen. Then it moves to top. Then back to bottom. Then top......
Thing is, most demo users are likely to have a smartphone (given a choice of what to spend your hard earned money on, would you buy smartphone or pc first?), and if they do have smartphone, they will be used to time limits, nag screens, adverts, microtransactions, and in-app purchases. More importantly, likely they will have had to already link their bank / credit card details with their account to sign up to being able to download apps from whatever store (itunes / android / windows, etc) they use.
Of course, for those not already having a bank account, credit card or online payment account, they may not be in position of buying license so not really losing a prospective customer. At least not in the short term. If they have been demo player for long time, and they like game, and then come into some money, then there’s every incentive for them to now buy license if they can’t become a demo player again.
As things stand, demo users have no real incentive to progress to buying an LFS license, but some of them think as demo users they are entitled to still more for free.
I know that the Route Checker circle has index that can be changed, but is this a new kind of circle, and can it only be placed using insim and not thru Autocross editor?
And how do you stop people who play demo and people who have cracked version from getting even more content, and therefore less incentive to buy a license?
Looks good with the Soft tyres, but with the Super and Ultra Soft?
Maybe they've fitted ultrathin flexible OLED screens to the bodywork (currently in yellow), which Renault can change colour during pit stops to match newly fitted tyres?
Tried 0.6K11 with LFSLapper, and most of the code appears to be working - or at least the code I use works.
Unfortunately, LFSLapper is no longer supported, and hasn't been for couple of years now, and I don't see anyone else taking it on either.
The lapper code that us users script is then compiled/interpreted (?) into proper InSim commands, so for the users we don't need to be able to code.
Which is a shame, as, with Airio broken, it appears to be the only free, customisable InSim available that you don't have to be a programmer to use (I'm excluding LFSLazy as it doesn't do the sort of things you can see on my image).
EDIT: Checked, and there are 24 servers (2 of which are mine) currently online that are running lapper.
Last edited by sinanju, .
Reason : Checked how many servers running lapper
Downloaded and tried demo today - it seems like an xbox/playstation game that's been ported to pc.
I have i7-3770 with Gtx 580 and 12Gb memory - not cutting edge (or VR capable!), but no slouch either, but even with settings on low, and some turned off, it freezes when driving - anything from hundredths to over a second at a time (spent a lot of time watching the timer freezing and jumping partial and full seconds).
Game never remembers that I have a wheel - always defaults to keyboard, but none of the keys work when driving - only when in menu screen. Once driving, can't escape without CTRL-ALT-DEL and end process. And the brake is default reverse key when in neutral.
Game looks very nice, but I didn't feel like I was driving the car; just aiming in the general direction I wanted to go - and because of the lag, I was usually going in different direction and correcting for wrong behaviour.
The drift scoreboard is only an add-on for lapper.
Feel free to make your own, but you have to use the built in player functions within lapper - if you look in the lapper directory, you will find a file called playerVars.txt - this lists all the player variables that you can output. The one used in lapper is AngleVelocity.
Thing is, lapper, for us users, is a very simplified coding language made up by someone (Gai-Luron) to interface with LFS through the InSim protocol. All the hard work has been done for us, and basically converts lapper language into the proper InSim commands. Its not a coding language like C++, where you can make up your own functions and get do the math to work out vectors, etc.
In my opinion, if anyone has a non lapper drift insim, then they won't give to anyone else. Why should they? They've likely spent a lot of time and effort coding it (I'm talking weeks/months; not a few hours) and it might be the 'selling' point for people to use their server instead of the other 200-300 other servers available. Giving the code to you and others just means less people going on their server.
To be honest, if there were no drift scoreboards available anywhere, and I was making it now for first time, I wouldn't make it public.
The moral of this story?
Unless you're going to offer someone thousands of Euro's for what you want (based on hundreds of hours efforts at a decent [European] rate of pay), then get used to using the lapper drift scoreboard script. It's free, it works, and is consistant for everyone that joins your server.
As a demo user - someone who hasn't bought a license (I don't care if you say you don't have the money because running a server costs money) anything you can get for free is a bonus.
And if you look at the whole LFS forum, especially the Programmer section, you'll see that the lapper section is the ONLY section where you get free code. And also help when it goes wrong, or you're trying to do something.
Also. You've helped me come to a decision about something.
As a demo user, you (and other demo users) are making absolutely no commitment to LFS - buying a license is what I would call making a commitment - so I'm going to stop giving lapper help and advice to demo users.
For all I know (although suspect is true), demo users running lapper are probably using it on cracked servers. I'm not willing to help anyone who's not willing to help pay for LFS.
You have free game content along with free InSim software. Like every other game in the world, on whatever platform, if you want more, then you will have to pay for it. In this case, that means buying a proper LFS license.
"InSim" is a protocol that allows an external program to communicate with Live for Speed. It allows you to create a socket connection with the game and to send and receive packets of data. These packets can be used to control LFS, send various commands, and request information.
Lapper is an InSim, as is Airio, Prism, etc.
If you're actually asking how to get the drift scoreboard to work with your copy of lapper, then read this post HERE.
Alright, found my issue, which was that every way I laid out Start boxes / Finish Line /Checkpoints, I always put Finish Line in front of Start boxes. This doesn't work. You need to put FL behind the boxes.
Also took me a while to get my head round setting race for 2 laps - of course, what is meant is that wherever you start, once you cross the finish line first time (lap 1), you will be in other lane, next to where you started, and next time you cross finish line (lap 2) you will be back in lane where you started. And finish race. And of course, for every additional complete circuit you want to do, you add 2 laps.
So thanks for the info on that. And for tip on placing checkpoints in mid-air, midway on crossover. This meant that I could get all 3 sector checkpoints placed so that times are recorded.
Caveat: Haven't checked it racing beside someone, but I assume all should be ok!
Made a quick Race of Champions (RoC) type layout to test how to set controls (start, split checkpoints, finish) for twin race.
Couldn't do it (partly as could only test by myself), and anyway, whatever I tried failed.
So, there's a Single Player (SP) time trial version, complete with all checkpoints, etc.
Overall lap length is 985 metres / 0.61 miles, with half lap (at lilac line in lane next to where you start) at 483 metres / 0.3 miles.
Splits shown on image are;
Start is Green arrow / 1st is Blue line / 2nd is Lilac / 3rd is Cyan / Finish is Orange.
Turns were far too tight for me - probably help if you can do handbrake turns (I can't), so my RB4 complete lap time should be easily beatable...
EDIT
====
New Twin layout as found out how to place controls so that all times recorded (at least as best I can check by myself) - the key (apart from setting layout for 2 laps [meaning crossing Finish line twice, but only really doing single lap]} is to put finish line before the start boxes.
Last edited by sinanju, .
Reason : Found out how to do splits and finish for Twin layout
Because with any other car I use, it's not a drift; its a skid, swiftly followed by a crash.
RB4 is the car I mainly use when test driving all my layouts as I make them, as its long, wide and tall enough to make sure I can get round corners and under bridges.
I struggled getting round some of the turns in the RB4, so gave up developing layout further as too much work to recontour the hard turns.