The online racing simulator
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Takumi_Project.d
S2 licensed
by the way UF1 is a much better ball than the MRT. you give it tons of positive camber, stiff bouncy suspension and the nominated ball driver leaves his handbrake on and steering straight. as for player cars, anything big enough works but RB4 is a pretty good choice. anything faster gets too fast and out of control, players get heavy damage from high speed ramming.

something slower like GTI's might work great also, never tried. 3 per side is also plenty.
Last edited by Takumi_Project.d, .
Takumi_Project.d
S2 licensed
hope this gives you some ideas scawen. i guess you'd have to deal with the ball going out of bounds.. how to bring it back.. or how to make it respawn back to the center after a goal etc. unless the ball can somehow be commanded by a player, kind of like what i did with the UF1, however not driven as such
Takumi_Project.d
S2 licensed
and here's an MPR of the game in action, showing how you overcome certain things like the ball going out

http://www.fujiwaratofu.co.nr/replay/PRvsFMR%20Soccer.mpr

there may be the odd bit of dodgy language in the game so if you're sensitive towards that type of thing be wary.
Last edited by Takumi_Project.d, .
Takumi_Project.d
S2 licensed
actually guys us aussies have been playing soccer for months





layout can be found on my website
http://www.fujiwaratofu.co.nr/ ... soccer/AU1_tak_soccer.lyt
Last edited by Takumi_Project.d, .
Takumi_Project.d
S2 licensed
Tagforce your grass texture looks spot on even right now IMO. i dont think the "hard line" between the grass and tarmac is really a big issue, and i especially like the appearance of grass clippings on the edge of the track - looks like someone went over the grass just the day before with a tractor slasher to cut it
Takumi_Project.d
S2 licensed
LOL i like this, people in S1 screamed for clear windows so they could see inside the other cars and see the drivers, now you guys have it you whack up the tint so you cant see inside again!


realllll classy illepall
Takumi_Project.d
S2 licensed
Quote from Lible :I'll bet it won't be finished.

you'll lose your money i am waiting to see what the dev's do with future lfs versions, they've already changed some textures in the recent update. maybe when they release S2 final i will spit this mod out for you all
Takumi_Project.d
S2 licensed
that is s1 but whoever recorded that video had modified textures loaded... the original textures werent like that...
Takumi_Project.d
S2 licensed
Quote from Rappa Z :thnx, u cleared up 3 months of confusin

:uglyhamme

you realise after all this we're gonna expect some kick-ass layouts from you mate
Takumi_Project.d
S2 licensed
Quote from ColeusRattus :Need for Speed 4: High stakes did not actually have emitted lights. They worked around by using textures and areas of higher brighntess. It may have looked like light, but it wasn't actually anything like it. Though it was quite easy on the ressources and you could crash your lights out... good racing times back then

also, i admit i havent really played any modern racing games, but to me the lights in NFS4: HS are the most realistic looking ive seen. of course, no doubt there are better ones but as i said i havent really played any new games.

the fact they didnt cast shadows didnt really matter, they looked and worked awesome
Takumi_Project.d
S2 licensed
my nightmod is still in the works, but i go overseas for a holiday next week, so it's probably another month or so before i think of releasing it
Takumi_Project.d
S2 licensed
the problem here is when the s2 alpha demo was out people complained that the GTI wasnt able to keep up with the GT at blackwood.

But what people were forgetting is the GTI had never been able to keep up at bw!! when on other tracks they would almost be even in laptimes.

so in effect ~close to eqaul times on blackwood means the GTI will annihilate the GT everywhere else, as BW always used to be the biggest margin.


XRG is my favourite car but i will admit it can't keep up.

i can practice for a few days on a certain circuit until im close to the XRG WR, and at the start beat new people who join the server in GTI's, however within 10 minutes of them going around and settling into the track already they keep up or beat me, its just that much easier to get the GTI upto equal speed.

if i think of S1, the GTI could have used an extra 2hp or something, because they were ALMOST even back then on most configs, now its just been blown out of the water
Takumi_Project.d
S2 licensed
the day lfs is open to modding is the day i leave!
Takumi_Project.d
S2 licensed
the only problem i see if you were to use adelaide is you'd almost certainly need some alternate configs, otherwise you're modelling the city environment for only 1 config, and also the reverse varient.

in the end there are lots of tracks we'd love to see in LFS, but license fees are another thing. i reckon the devs are being very respectful, in that all names of cars, tracks and the content itself bares little resemblance to real tracks or real cars.

originality is one of LFS's strong points IMO. eric does amazing tracks, and whilst adelaide would be nice, if there's only the 1 current config i reckon people would get bored fairly quickly.
Takumi_Project.d
S2 licensed
Quote from uRizen :Dang, enver thought of that, thanks! Is there also a way to get a list of layouts available for that track in-game, or do you just have to remember the layout names?

/axlist i think it is
Takumi_Project.d
S2 licensed
Quote from uRizen :After you guys create a layout and save it, is it loading by default whenever you load that track? I have a couple in my layouts directory and when I load a track I've done a layout for, it loads that layout automatically and I have to do a "/axclear" in order to get back to the default track.

yes that happens to me also i usually go into the autox editor and hit the clear button to get rid of the objects, save it as named "blank" and then set it to default. not sure if there is a better way
Takumi_Project.d
S2 licensed
1. press shift + U keys together to open up autox editor. the camera should move up out of the car and have similar options to the screenshot below. if you dont see the following options, try pressing spacebar until you see it appear.


2. make sure that "Place Objects is set to YES"


3. select objects from the list and place them (read Autocross.txt in your LFS/docs/ directory for how to rotate, place and delete objects)

4. save your layout using the control at the bottom right of the screen. layouts can be loaded/saved/cleared at this location.

enjoy.


tak
Last edited by Takumi_Project.d, .
Takumi_Project.d
S2 licensed
Quote from Drift_junki3 :Have you seen the Best Motoring Drift Bible DVD? Keiichi Tsuchiya (drift king) demonstrates exactly that with a drift s14 silvia. To me it looks like he can keep up with the ghost fine using the speed drift technique.

always seemed to be slightly behind in all of them though. no lap times to compare, and that senna vid is just 1 corner

i like drifting but i just dont agree with that comment
Takumi_Project.d
S2 licensed
Quote from lrdbsi :but in some cars on some tracks, drift is needed to push the time-beating line. this is been proven

proven? where? when? this is exactly what im talking about! people say it's been proven but never are there results or links to comparison of what a car can do gripping and drifting times around a tarmac circuit

in all forms of racing (including F1) there are always very very small amounts of sliding when they corner on the limit but as its so small you dont even see it on tv.

if you can show me info on a proper drift lap and a proper grip lap on a circuit using the same car for both... but until then, nothings proven at all "some cars on some tracks" isnt really helpful
Takumi_Project.d
S2 licensed
yes drifting is a bit of fun rally drivers do use it because of the often slippery road surfaces and their 4wd cars, helps them to be facing in the right direction on exit so they can put the power down.

on tarmac however, people can argue that you get quicker times drifting certain tracks but i've never seen an example of this. grip racing will always lead to quicker lap times, drifting is more about putting on a bit of a show and having some fun.

i'd advise you keep out of the demo drift servers though, i went back there a few times and its quite scary how they treat people they dont know doesn't give drifters a good name at all
Takumi_Project.d
S2 licensed
Quote from SamH :If the haze effect is going to have any value, to me, I think it would be nice to bring it "inside the world", so that there is a haze looking down the long straight at Blackwood, for example, which disappears gradually as you approach it. That'd be a really nice application of the haze feature, I think.

thats the thing, it is! if you go down blackwood's back straight in forward config, soon as you can see the 4 tall buildings off in the distance, then stop the car. turn on and off the haze affect and you'll see the 4 buildings change. so yeah the haze is inside the world so to speak, and does disappear as you go down the straight, the buildings arent covered in haze when you get down the other end

IMO scawen has got it almost spot on, certainly for the clear weather setting. i wouldnt want to see it any stronger as it would look a bit unrealistic and remind me of the "fogging" technique some old N64 games would use, where the scenery would appear out of the distant fog
Takumi_Project.d
S2 licensed
pretty sure msn continues to work as usual if you maximise the lfs window, it only goes busy if lfs switches to full screen mode
Takumi_Project.d
S2 licensed
the ones where australia win swimming races against countries who dont have pools, isnt it
Takumi_Project.d
S2 licensed
it's true,,.. it's allllll true

/me wails
Takumi_Project.d
S2 licensed
and now for a step backwards lol



FGED GREDG RDFGDR GSFDG