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Link for removing myself/yourself from team in LFSWorld is visible in Guest-mode
tankslacno
S3 licensed
So apparently, if I browse LFSWorld.net when not logged in and choose to display LFS-teams (= I'm viewing LFS Teams search-tab in LFS Racers database), the link for removing myself from the team is visible. However, it is only visible on those teams, that don't have any members at all.

In this case however, clicking that link doesn't seem to do much of anything.

Attached a screenshot about this.
tankslacno
S3 licensed
Quote from Mate2169 :Hello i have small issue with Airio as a user. When i type !pl it show i have demo licsnse but i have s3

I'm not sure, but if i remember correctly, it is displaying 'Demo', because you bought your license very recently. If this is true, that text should change to 'Liced' in near future. Did you buy your licence recently?
tankslacno
S3 licensed
Yeah, confirming that I've (already) encountered this warning on both lfsmanual.net and lfsworld.net when using Firefox.

I've sometimes wondered that why those sites are still using HTTP instead of HTTPS unlike LFS.net which has used that type of connection/protocol for like two years already? Therefore, I suggest that those two sites would also use HTTPS instead of HTTP.
tankslacno
S3 licensed
Hi,

Sorry, if someone has already answered to this but anyway:

I do have one question about this new Blackwood. Why we cannot watch the replays of the races in the old Blackwood (it says Obsolete replay), but we can still watch the replays of the races which were driven on the old Westhill? It just doesn't make sense in my opinion.
tankslacno
S3 licensed
Thanks! Now those names are visible as they should be Smile
tankslacno
S3 licensed
Quote from avetere :for the names issue:

please have a look into functions.php (includes/functions.php) at lines 128-130 and replace:

This should remove all color-coding from the names. Let's see if that shows you some name at least. If that's the case, the old function seems to be not compatible with your system. Can you tell me, what version of php you have installed on your server?

I made that edit into that file. Now, it seems that every name is now showed (albeit without colors).

That php-version in my server is 5.6.

EDIT: Here's lines 127-136 from my functions.php.

<?php 
### get colored names for html-output ###
#function namecolored($name) {
#    return stripslashes(preg_replace("/(\^([0-9]))+([^\^]*((\^\^)+[^\^]*)*)/e",'"<span style=\"color:".getColorCode($2).";\">$3</span>"',htmlspecialchars($name)));
#}
function namecolored($name) {
    return 
stripslashes(preg_replace("/(\^([0-9]))+([^\^]*((\^\^)+[^\^]*)*)/",'$3',htmlspecialchars($name)));
}
#function namecolored($name) {
#    return stripslashes(preg_replace("/\^([0-9])(.[^\^]*)/e",'"<span style=\"color:".getColorCode($1).";\">$2</span>"',htmlspecialchars($name)));
#}
?>

Last edited by tankslacno, .
tankslacno
S3 licensed
Quote from avetere :See first post for update to v2.08 (Version 0.6R including new Blackwood)

I updated into v2.08, just making sure that it didn't fix that name-problem.

Quote :About the names problem: Did that also appear when you changed from http to https or did you change anything else that might have caused this?

I now removed my changes related changing http to https, so that mpRes looks normally fine other than missing those names.

Actually, I noticed this probably about a week or two earlier, before I changed that http to https. I inspected the code and it seems like that the links for LFSWorld-accounts are still there, the only thing that is gone is the linked driver name.

There is one thing that could be a possible reason for this. I noticed that I don't have very much space on my webserver (in fact, I only have like 15 MB remaining). So it could be possible, that the lack of remaining space removes/hides driver names.

I don't remember changing any PHP-files in mpRes. The one file I did edit however, is the one that displays available languages (because I needed to add Finnish language there as well). But I remember that even after I edited that file, it worked properly for like few months.

Quote :And finally for the finnish translation: Yes, please, I always appreciate input Wink

URL for Finnish translation file (it seems like I can't attach .ini-files here): http://www.paste.fi/file/14865172398591 - I used UTF-8 as an encoding, just to let you know in case it's not displaying properly Smile

PS: Am I the only one whose mpRes's graphs look terrible in Firefox? I've attached a screenshot which compares the graphs in Chrome (window on the left side of the picture) and Firefox (window on the right side of the picture). In Chrome, graphs are looking as they should look. (I tested this with IE as well, it displayed them properly)
Redundant/Broken link for Offline translator utility
tankslacno
S3 licensed
So, I noticed that in this page: https://www.lfs.net/lfs_translate/public_translation_viewer.php we have a link for Offline translator utility/LFSTranslator.zip. However, when I clicked that, it says Invalid file. So I think it's pretty unnecessary to have that link in that site, unless it will be fixed.

Pretty much this means that either the link is broken or that Offline translator utility is redundant feature.

Broken link for Offline translator utility: https://www.lfs.net/file_lfs.php?name=LFSTranslator.zip
tankslacno
S3 licensed
Hello,

I've been using this mpRes for about year and a half. Thank you for this! Smile

However, recently I have faced two problems. My website which uses mpRes is (I'm using version 2.07): https://tulokset.srtfinland.com/

1) My first problem is that, I tried to edit the .htaccess-file, so that it would always use https:// as a part of URL instead of http:// - however, it doesn't recognize any stylesheets after doing that.

This is what I added into my .htaccess-file.


RewriteEngine On
RewriteCond %{HTTP_HOST} ^tulokset.srtfinland.com [NC,OR]
RewriteCond %{HTTP_HOST} ^www.tulokset.srtfinland.com [NC]
RewriteCond %{SERVER_PORT} 80
RewriteRule ^(.*)$ https://tulokset.srtfinland.com/$1 [R=301,L]

Additionally, I have changed $headlink in config.inc.php-file from http://tulokset.srtfinland.com into https://tulokset.srtfinland.com

I can fix this by removing changes I made, but obviously, it will then use HTTP as a protocol instead of HTTPS.

2) A bigger problem I have, is that for some reason, the driver/player names from every qualifying/sprint race/main race have just disappeared. Everything else is displayed though. What is interesting though, is that the names are displaying in graphs. Although, viewing graphs is not possible at the moment until my first problem has been fixed.

By the way, I have a small suggestion related to mpRes: could it be possible to define certain races to use TOC-data? What do I mean, is that I've organized some races where we have switched drivers during pit stops. But the problem is that, I've been organizing series, where only on some races we have switched drivers, not in all races on that series. And what this results is that results are not displayed properly either in all races where we switched drivers or in all races where we didn't switch drivers.

So what I would to get in mpRes, is that in .mprdiff-file, we could define that is TOC-data required in this race/have we switched drivers during pit stops.

PS: If you want, I can give you that Finnish translation we're using on that site so that you can add that in future versions of mpRes Smile
Last edited by tankslacno, .
tankslacno
S3 licensed
Thanks! The new Blackwood is really great!

By the way, I think you forgot to mention one thing about the changes from 0.6Q to 0.6R. That is:
- (Various/Some/Many) Translations updated - thank you translators!

Without that, I actually couldn't tell for sure that if translations were updated or not until I made a fresh installation of LFS. At least some of them are updated though.
Last edited by tankslacno, .
tankslacno
S3 licensed
Man, this brings back memories of SSX On Tour!

tankslacno
S3 licensed
Quote from UnknownMaster21 :It is for Old Blackwood... man! try it on 0.6Q

Oh, why I didn't realize that. Damn I'm an idiot Big grin

Going to test that on 0.6Q Smile
tankslacno
S3 licensed
That was quick Smile

Already noticed one thing here, it seems you can't pass this on FOX. Attached two screenshots about the situation.

PS: Is it on purpose, or is it just pure coincidence that there are 1800 objects in this layout, which happened to be the previous maximum amount of objects in layouts? Big grin
tankslacno
S3 licensed
Small question: is the track map of this new Blackwood going to be updated on LFS Remote after the official patch has been released regardless if the server is using this new Blackwood or the old Blackwood at the moment? Or is it already released on this test patch and it can be displayed, but only if the server is using a new Blackwood as a track?

All servers which are connected to LFS Remote and are using Blackwood as a track are displaying the old Blackwood as a track map, but I'm assuming that they all are still using the old Blackwood.
tankslacno
S3 licensed
Sorry for bumping a quite old thread, but this seems quite necessary to inform:

Before anyone asks that how the new Blackwood (https://www.lfs.net/forum/thre ... ch-0-6Q10---New-Blackwood) is going to work properly in Airio, you need to do this:

Open Airio.tcd.txt-file and modify TrksList, TrksName, NoReverse and NoPitLane.

Here is a correct version of these modifications:


# Enter short names of all tracks (without R versions), separated by
# space and corresponding track names separated by comma (,).
TrksList=BL1 BL2 BL3 BL4 SO1 SO2 SO3 SO4 SO5 SO6 FE1 FE2 FE3 FE4 FE5 FE6 AU1 AU2 AU3 AU4 KY1 KY2 KY3 WE1 WE2 WE3 WE4 WE5 AS1 AS2 AS3 AS4 AS5 AS6 AS7
TrksName=GP Track, Historic, Rallycross, Car Park, Classic, Sprint 1, Sprint 2, Long, Town Course, Chicane Route, Club, Green, Gold, Black, Rallycross, RallyX Green, Autocross, Skid Pad, Drag Strip, 8 Lane Drag, Oval, National, GP Long, National, International, Car Park, Karting, Karting National, Cadet, Club, National, Historic, Grand Prix, Grand Touring, North, ISSC, National, Oval, ISSC Long, Lake, Handling, International, Historic, Historic Short, International Long, Sportscar

# These tracks don't support reverse configuration.
NoReverse=BL4 AU1 AU2 AU3 AU4 WE3 RO1 RO2 RO3 RO4 RO5 RO6 RO7 RO8 RO9 RO10 RO11

# On these tracks there is no pitlane for SG and DT penalties.
NoPitlane=BL4 SO2 SO3 FE6 AU1 AU2 AU3 AU4 WE3 WE4 WE5 A13 A14 B21 K21 F24 RO5

Now, still in the Tcd-file, you may also need to edit these:


# -------------------------- BL1 Options -------------------------- #

# Following values apply only to this track
Track=BL1
.
.
.

Copy these options and when you've copied, change BL1 on the copied one into BL2 and change the title on the copied one into BL2 Options (not necessary, but surely will help you by making this more clear).

Also, there are options for BL2 immediately after the BL1 (and now, BL2) Options. In the latter BL2 Options, we have this:


# -------------------------- BL2 Options -------------------------- #
Track=BL2
.
.
.


Change both BL2-words to BL3 (only the latter one is required, but changing the first one as well will make your Tcd-file more clear).

And finally, we have this:

# ---------------------- Other Track Options ---------------------- #

Track=BL1R
# Ignore yellow flags caused in specific BL1R areas.
NoYellowNodes=72-92 + 160-170

Track=BL2R
ProhibitedTyres=Normal+Super

First, change the Track=BL2R to BL3R. After that, copy the Track=BL1R and it's options and then change track on the copied one into BL2R.

After this, you may need to use the !node command to have PitEntryNode, PitExitNode, RestrictedZones, LimitedZones, MaxSpeedNodes and NoYellowNodes correct nodes on these tracks. Although this is not required, you may face unintended penalties if you don't update these. But I'm not sure, is it necessary to update these nodes, in other words, I don't know yet, is Airio going to punish you, for example, for driving into restricted area when in reality, you have been on the race track all the time.

Pretty much the only required thing to update is the first code snippet, the rest of them are only required, if for example you're going to have restricted zones in Blackwood or want drivers to obey the pit exit in these tracks Smile

Not sure yet that is there anything else to update in Airio due to this Blackwood update.
tankslacno
S3 licensed
Quote from UnknownMaster21 :Cool, I did check it out more, it could had been still also on MUTA, but it depends on two things...
.
.
.

I now translated those words into these (I only translated them in my own LFS-Client, I haven't yet translated these in online translation system):
- NORMAALI -> NORMAALIRENKAAT
- HYBRIDI -> HYBRIDIRENKAAT
- PEHMEÄ -> PEHMEÄT RENKAAT
- MAASTO -> MAASTORENKAAT
- SLIKSIT RX (X = 1/2/3/4) -> RX-SLIKSIRENKAAT

They all seem to fit in there, though just barely. In my opinion, RX-SLIKSIT could be actually pretty good there, it looks better and more reasonable than SLIKSIT RX.

My question is that, is it necessary to have the word/part "Renkaat" there? The tab in garage already says that you're modifying/checking tires.

PS: Possible spoilers:

In this game, there are also tires called: SLICK_SOFT (Pehmeät Sliksit), SLICK_MEDIUM (Puolikovat Sliksit), SLICK_HARD (Kovat Sliksit), RACE_SLICK (Sliksit), RACE_GROOVED (Urarenkaat), RACE_INTERMEDIATE (Välikeli) and RACE_WET (Märkä). I translated the first three into Pehmeät Sliksirenkaat, Puolikovat Sliksirenkaat and Kovat Sliksirenkaat and the last two into Välikelin renkaat and Märät renkaat.

But when I refershed that language file in LFS, it warned that Pehmeät Sliksirenkaat is too long by two letters and Puolikovat Sliksirenkaat is too long by five letters (therefore, Kovat Sliksirenkaat is the maximum length of word related to tires). So I think it's best, that at least Pehmeät/Puolikovat/Kovat sliksirenkaat are just called Pehmeät/Puolikovat/Kovat sliksit.

Anyway, is this going to tell us that tracks are going to get pretty wet after tyre physics are ready? Big grin
Last edited by tankslacno, .
tankslacno
S3 licensed
I updated Keys.pdf-file. Fixed some mistakes and also added one more button combination there (Shift+-, which blocks all messages, not just chat messages). I've attached the updated Keys.pdf-file.

By the way, small suggestion related to translating. Could it be possible that assigned translators would get some kind of title here in forum to inform other users that they are translators and what language(s) they are translating? Here's why: I've noticed that sometimes people are informing that they have noticed mistakes in translations and are telling that kind of information in Patch TEST-section for example. By having a title here, it could help other users to inform them (translators) (via private messaging for example) about mistakes in that specific translation that they (translators) haven't noticed.

In case you didn't understand what I suggested, I've attached a example screenshot about this which shows this suggestion/title. It may not be high in your priority list and for me, it can wait and I'm perfectly fine without it, but it could be a nice little and helpful feature Smile
Last edited by tankslacno, .
tankslacno
S3 licensed
Quote from UnknownMaster21 :Okay...


Knobbly Tires are in finnish: Mukurarenkaat ( KNOBBLY = MUKURA )

in finnish term, Knobbly Tires are translated in LFS: Mutarenkaat ( MUTA = MUD )

This error has been like since forever when LFS got finnish translation...

Of course, there is no direct finnish word for Knobbly... But knobblys are more like for off-roading... then we come in this:

OFF-ROAD = MAASTOAJO

So, I suggest to change word "MUTA" to "MAASTO"

EDIT: Actually, it is direct word for Knobbly as Mukura, but that term is not most likely used in finnish, it is simply called as Maastorenkaat = Knobbly tires

Thank you for this suggestion/correction. I've now changed that word in both online translation system and in my LFS-Client.

In case you can't wait to see the end of MUTA-word, I've attached a screenshot of this correction Big grin
Remember setup you selected after changing a car in garage
tankslacno
S3 licensed
So here's my problem that I would like to get improved:
1) I select a setup for a car and I don't modify it at all
2) I decide to select another car
3) I change my mind again and decide to use that car which I was initially going to use
4) Now I notice my problem: the setup which has been selected is that car's default setup.

So here's a thing I would like to get: game could remember the last setup you've selected for all cars, even after you have changed your car. So if I want to use the car that I was initially going to use, the setup that I selected last time before changing a car should be selected automatically.

Yeah, it remembers setups in clicking order, if you decide to sort them by date. But it only counts setups that I have modified after I have selected them. If I just simply select a setup without modifying it at all and then decide to use another car or just decide to leave the pits, it doesn't get placed into front of that "date-list".

In my opinion, this is small, but still very annoying problem at the moment.
Change game speed in Single Player-mode
tankslacno
S3 licensed
At the moment you can change game speed only when you're watching replays. The slowest possible speed is 0.125x and fastest possible speed is 32x.

As a person, who runs offline leagues and loves to organize endurance races where only AI-drivers are allowed to drive (even in multiplayer, believe it or not!), I would love to have an ability to change game speed when player is watching a race in Single Player-mode. Preferably in the same way that you can do at the moment in Replay-mode (use F2 to decrease game speed and F3 to increase game speed).

Just for security/safety purposes, perhaps it could only be possible to change game speed in single player when the player itself is not driving.

It may not be really useful, but watching up to 48 hours long AI-races on normal speed can really waste a lot of time especially when you want to test numerous amount of different setups for AI-drivers to ensure that they are as fast as possible when they're going to drive (endurance) races in single/multiplayer.
tankslacno
S3 licensed
Quote from Eclipsed :Just noticed the raceline (the famous "4" line) vanishing some distance behind sector by sector when watching someone driving from tv view. Is this intentional? I don't recall seeing this before.
Noticed that on WE1 now.

I noticed that as well on WE1 when I'm using TV-view. I also noticed that on WE4 when I'm watching someone driving from helicopter-view. On WE4, it also vanishes from some distance ahead, not just from behind.

By the way, I'm just curious, but why is this test patch named as Q3 and not as Q2? I haven't seen test patch Q2 at all in here.
tankslacno
S3 licensed
Quote from pantiainen :Nice to see a new update Smile

I got to ask something: when I use virtual mirror, the real mirrors go black. Where is the "All mirrors" option, where I could use the virtual mirror and real mirrors at the same time?

I believe this is the reason why you can't use virtual mirror and real mirrors at the same time:

Quote from Scawen :There are some complications with allowing virtual mirror at the same time as real mirrors in the new system. Mainly because it is no longer possible for them to use the same rendered image. The central mirror is narrower than a virtual mirror and its direction depends on the head position, so it is not compatible with the virtual mirror. A virtual mirror would have to be drawn as a separate image.

It's possible but not easy and I'm not really keen on doing it. I can't do it for this coming official version because I hope to release it very soon and get back to the tyre physics.

Improvements relating to AI
tankslacno
S3 licensed
Hi,

Yes we all know that this game's AI is not perfect and more often than not, it's behavior is unforgivable. However, I don't really care about AI's driving and it's behavior. Instead, there are some other things about AI that I would like to get improved and I think developers shouldn't have hard time of improving these.

1) Increase maximum grid size in single player:
Who wouldn't want to watch race with 32 (or even 40) AI's?

2) Increase maximum amount of cars per guest in multiplayer:
Believe it or not, but relatively often 3 AI's per guest in multiplayer is not enough for me. 6 would be a good maximum amount.

(In the nutshell: instead of command /carsguest X having parameters 0-3, it should have parameters 0-6).

3) Change your AI's pit strategy and live setups whenever you want:
You can change your own pit strategy and live setups when you're racing, why you don't have the same authority for your own AI's?

4) Have ability to adjust your AI's amount of laps per stint in qualifying:
Almost every time, when AI's are on lap 4 in qualifying, they go to the pit lane. If I want to get them back on track, I need to type either:

a) /pit_all (if I want every driver to return to the pit lane)
b) /pitlane [AI-Driver's name] (if I want just my drivers (or just one of them) to return to the pit lane)
c) /spec [AI's name] and then /ai [that AI's name which just got spectated] (this is the only working solution for guests in server)

But even then, I have to type one of these again when they return again to pit lane. Needless to say, it's weird and frustrating at the same time to do that. This could be fixed by allowing players to adjust their AI's fuel load at start.

5) Have ability to change difficulty level for specific AI-driver.
At the moment, you can change difficulty level for your AI's but it affects to all of them.
tankslacno
S3 licensed
Nice update, those mirrors look now more realistic Smile

Btw, seems like when you install P3, custom camera views will be reseted. Few years ago, I did make some changes on Custom-camera view for almost every car but now with P3, Custom-camera view for every car shows only front tires (at least for me).
FGED GREDG RDFGDR GSFDG