the idea emerged to start the final race of the charity competition today at 17:55 UTC. We hope for a full server and a great final Smile The race is likely to take place on Server 1.
17:45 UTC gathering on the Server
17:55 UTC start of the final race
I am happy to announce, I have received a generous donation of 20 € by TimDC. Thank you very much This sum is added to the money you raised by finishing the races
Since the third server has not been used at all, it has been renamed to Charit-eRacing Open and is not passworded. I cannot guerantee people will behave there as it is open to anyone now so use at your own risk. https://www.lfsworld.net/pubst ... ?host=Charit-eRacing+Open
Added a sign-up list to the opening post, also I was made aware I should announce my maximum budget as well, which is now also in the opening post. If you want to contribute seperately or independantly, just get into touch.
I would like to invite you to a charity competition. It is called "Star Singers" as a German tradition is the collection of donations by children dressed up as the biblical magi between Christmas and the day of Epiphany. (see "Die Sternsinger")
While I am not affiliated with the faith nor with the organisation behind it I would like to support their cause with a small donation and I want to invite the community to par take. Therefore I organised three demo servers for this competition. Beginning on Monday January 10th at 18:00 UTC and open for four days until Thursday January 13th 18:00 UTC the servers will be set to 38 laps at Blackwood Grand Prix using the Formula BMW FB02 by Mygale. Races started prior to Thursday 18:00 UTC will be allowed to finish. For every individual signed-up finisher, I will donate 0.50€ (EDIT3 up to a total of 250.00€.
For every race a driver completes they will receive points in the 24 - 22 - 20 - 18 - 16 - 14 - 12 - 10 - 8 - 6 - 4 - 2 scheme with a bonus point for the fastest lap. However the points are awarded beginning at the last placed car, so that if less then 12 racers finish, the top finishers receive less points. A race is considered completed if the driver completed lap 34. Drivers who complete more then one race will be scored with the average of their best 50% race results (average of all results better then their median result).
Those racers whose best race finish time over the course of the complete race distance is among the 25 best racers will receive 25 to 1 point(s) added to their final score according to their ranking.
To sign-up please provide the following information in this thread.
LFSW Name: In-game name: Full team name:
You will receive the server password during the four days of competition.
Please note: There will be no Airio on the servers. I will provide updates to the competition at least once a day.
EDIT: If you want to contribute by yourself or to a different organisation as part of this event, please get into touch by PM.
EDIT 2: The working document for the competition will be the following Google Spreadsheet.
EDIT 4: The replays and champstat results and summaries are now in a Google Drive.
The AI in Live for Speed is no priority at all. But for inexperienced racers and newcomers to simracing they offer a first sight into the simulation. At the moment the performance of the AI lacks behind, even on the higher difficulty levels they can be beaten rather easily. One issue is the racing line the AI drivers follow, which is also visible to the regular driver by activating the racing line in-game. To improve the racing lines, I suggest importing the lines from the hot lap charts, i.e. the world records of the official car/track combinations.
That way the AI follows the quickest path around the track and new drivers will be able to have a competitive reference when learning the tracks. It will offer more competitive driving against the AI without the need to touch the current logic of the AI driving each track.
In my naive thoughts this may be a rather efficient way of implementing a more competitive AI system. Alternatives would probably require the complete redesign of the AI logic. Of course if this is a goal in the future, such an implementation would not be of much use. Also if this proves to require more effort then benefit for a in all honesty low priority part of the game, this idea should neither be followed on.
I hope this was not suggested before. My quick search showed me no improvement suggestion, that followed a similar thought.
Well to be frank, it has been an honest an revealing discussion here and there are points made on either side that sound good, not so good or bad, depending on personal views and backgrounds. At the end of the day it is a business decision, that those who run the business make. Noone else. And any customer or potential customer can ask nicely but if their wish is declined it should not start an debate about anything on the spectrum of entitlement to economic hardship. Neither should it start a dabate about the political situations, while they play their role in the great picture, they are of no help in the matter at hand anyways.
And while arguing is good if done in a calm and civil manner, I share the feeling with Gutholz that the discussion goes nowhere now.
It is a nice plot, but isn't the label "income" for the green curve more appropriate? You still have to deduct the running costs (probably with fixed, scalable and periodic terms), taxes etc., or am I wrong? If that is the case, "profit" is rather deceiving.
There once was a video floating around on discord with someone doing a skin by actually using Photoshop on a 3D model. I cannot recall how they did it though. I imagine this is a "safe" yet not easy to set up method to skin.
The best thing mathematically should be to have all tri-faces in their true size in the plane, however the skin file would some of its recognisable features plus several tris probably don't fit into their spot.
Any projection of a plane onto an 3D object will always have varying scales after all, see the distortions of different map projections.
There is already a local pricing system in place... So it is 50% off for Turkey already for example. Similar discounts are in place for other countries. The problem is it still needs to do economically sense and after all the Devs need to pay their bills in Pound Sterling.
The discussion is not new either... if you search for forum threads you will find a couple and on the Live for Speed discord it also pops up regularily.
Have you kept the replays or something? If you saved those you could go to the hosts of the server and discuss with them what went wrong etc.
Generally if you were banned from a server by vote it is a 12 hour ban. The general problem is while it helps in open lobbies, it can be exploited as you just need 50%+1 of the lobby to support a vote.
One thing I’d like to suggest is an automatic/systematic class structure all mods are classified into. An idea I had for this are the vehicle class in combination with the power-to-weight ratio. For example GT cars between 200 and 250 W/kg get into the G25 class, between 250 and 300 W/kg into the G30 class, between 300 and 350 W/kg into G35 (most current GT3 cars belong to that as far as I see) and so on. Touring cars could be T, Saloon cars S and Formula cars F, for example. Ideally it could be a filter option as well.
I think it might benefit the car choices by drivers but also hosts and league organisers to have roughly similar performance levels in such classes. In the end it would be nice to add such classifications to the original LFS cars to have them easily comparable.
Maybe it does not work that easy, as the list suggests the sorting by power-to-weight-ratio would be too simple, but maybe there is another idea out there how to do that.
A problem I can see with popular votes like these, it can become a vote of popularity as well.
A) Popularity of the cars: Cars that are popular will most likely be voted more favourable then unpopular cars or unknown categories. I assume if there were 80s touring cars the BMWs and Jaguars of the era will get better ratings then the Ladas or Trabants of the time even if the letter were equally good or even better. If it becomes a matter of approval, this might become frustrating.
B) Popularity of the creators: Popular mod creators might get better reviews then people with less reputation even when they create a "worse" product. While this might not be too much of a problem when it does not affect the approval, it might be a problem, when the creator himself is quite unpopular and they get "vote-bombed" or similar, even if they created a good or even great mod.
For B) I could see a solution by having WIP mods being tested blind, without disclosure of the creator, at least on the in-game and file download sides. This would require some form of comment function on the mod files, so feedback can be given no matter what. If they choose to disclose their identity on the forum or on discord anyways, it still provides a partial blinding as people who just vote through the in-game function will not necessarily read and follow discord/forum/... discussions.
If it is a vote-ban, it is not a bug of the game, but of the community who was on the server at that time. In theory that can happen whenever there is a critical mass of people on the server who are willing to do so or exploit it. It really depends on the way the server is run by the hosts and how many admins are active.