The online racing simulator
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vitaly_m
S3 licensed
Quote from Gutholz :Just noticed this:

Would be cool to have 360° roll for the free shift-U camera too. Currently it locked to +-90°
Having upside-down camera that then flips around would be good effect in movies. Hard to explain but on TV it gets used sometimes when showing the startgrid of a race.

Same goes for pitch here Thumbs up
vitaly_m
S3 licensed
Nice work there. Would it be hard to add tyres filtering?

I am asking because I have implemented a tracker myself, and I went by the hard way of using binary serialization and also I do manage data by hand (in a very well optimized way, almost).

But if I get it right, you just fill the database with data and then query by those filters. That makes it easier to implement new filters. Am I right?
vitaly_m
S3 licensed
Quote from Scawen :I'd have to start thinking about grouping hud elements into bounded groups and allowing the user to position them in some non-overlapping way. I can't consider it a very high priority at the moment though it is on my list and I'll keep thinking about it.

Grouping and non-overlapping is not that big of a deal, I mean we don't necessery need them. Snapping to each other borders would be enough. What bothers me in that regard is that current design limits us with 256 points precision, and overcoming that would bring a lot of trouble with all the insim apps around here.

Currently we have 256 points per screen. In VR mode afaik we have that virtual screen on top of the steering wheel. So we want to extend that range. If you just stretch it, you can let users narrow it back by hand moving those insim elements by hand. But there are other options...
Last edited by vitaly_m, .
vitaly_m
S3 licensed
Quote from lfsrm :We discussed about this in this topic : https://www.lfs.net/forum/thread/89404-Where-the-hell-are-the-racing-servers%3F/page/2 ...

There was no clear answer from Scawen himself though.

But from what I know, they had quite some troubles with setting up their taxes accounting system with the government around 2015/2016 New Year time, so then getting into steam, I presume, might not be so easy in that regard.

Also, a lot of times games on Steam have different prices in different countries. Should they conform to that? If they should, how would that cope with the fact that current license owners purchased the game with (rediculous for some countries like Russia these days) 12 Pounds per license (36 in total)? One of the reasons why Steam is so popular, is that games have acceptable prices most of the time.

Moreover, they would have to split the product into free Demo, then S1, S2 and S3. I doubt that it will be so easy. Tbh I never saw a game on steam that had Demo with purchasable content.

Now that we can partially acknowledge the difficulties, I am not surprised that Devs never posted any answer to the question.

But if they will do try to enter Steam, the best is to wait until more content and new tyre physics get released.
If car has a car behind, it should benefit in speed a bit
vitaly_m
S3 licensed
https://www.tue.nl/en/university/news-and-press/news/03-05-2016-racing-cyclist-benefits-from-motorcycle-right-behind-him/

So, the car in front can actually benefit from the car in the rear Wink

Hope to see that in LFS some day Thumbs up
vitaly_m
S3 licensed
There is a gaming caffe in Russia which does provide LFS among other games (list is like ~100 items, Oculus and HTC Vive games). I wonder if they ever contacted LFS devs or fitted LFS logo anywhere...

http://virtuality.club/oculus-rift
vitaly_m
S3 licensed
Quote from spyshagg :I presume nobody has this saved on the deep confines of their pre-historic HDD's sitting rusty on an attic alongside boxes filled with gaming magazines, and state of the art components such as Radeon's X1950's, Athlons 64s, 17" CRT's, perhaps?

Smile

cheers

is this the one? http://www.sk-gaming.com/video/76007-Welcome_to_Live_for_Speed
vitaly_m
S3 licensed
Quote from Pasci :Thanks for the update

Stupid question: Why the size of program has doubled since Version 1.4?

1.4.0 -> 5147 KB (lfstop binary ~6 MB)
2.0.1 -> 12054 KB (lfstop binary ~12 MB)

I decided to move from static to dynamic linking of the Qt framework. Dynamic linking is usually considered as the better choice in general. UPD: good example is that if you have 20 programs that use the same version of framework, when you dynamically link to the same shared library file (DLL/SO), you can save a lot of memory. For LFSTop it is not that much of a use, but still it is better to follow common sence.

When I used static linking my toolchain could remove all the parts of framework that I didn't use. When linking dynamically, you can't easily do that. Therefore resulting archive size increased a lot. It also has a lot to do with debugging symbols, because they get compiled in differently. If you run `strip lfstop` on linux, you will see that executable size gets down to around 2 megabytes because it contains a lot of the debugging symbols needed to debug the Qt framework application.

In next version I will consider to distribute debugging symbols in separate download. Hope that I cleared the matter here. Thanks for enlightening question Thumbs up
vitaly_m
S3 licensed
Quote from Lyen :
Thanks to nigtherig for sliding it out around a corner for me :>

Isn't he implying that someone else made a screen on XRT? Skin preview program allows skinning any car. Never enough conspiracy here Wink
vitaly_m
S3 licensed
Quote from Lyen :Like. Everything I seem to find is people who look down on demo users (And a small bunch look down on s1 too. Along with the thread "Limit demo use" that kinda broke the XF GTI steeringrack for me)

When I get into this game, I found some good friends here, so I wouldn't agree.

People are different, and if you judge the community by what people post on forums... You could find opposites and there are always discussions (not so productive sometimes though) revealing diversity of views here.

And tbh, a lot of people (including myself at times) just mess around being bored Smile

"Limit demo use" shows how desperate are people for new content coming up with such a controversial proposal.

What should you think about is your expectations of racing activity, because these days S2 (and S3) servers are even emptier than Demo at times.
vitaly_m
S3 licensed
Write to tech support, they will grant you more unlocks when you explain them the matter.

https://www.lfs.net/mailus
vitaly_m
S3 licensed
Build 2.0.1 was reuploaded. It didnt' contain the belarusian translation. Sorry for inconvenience to the one who already downloaded it before reupload
vitaly_m
S3 licensed
in main menu press "S2 License: steveio" button, then lock and unlock again.
vitaly_m
S3 licensed
Quote from UnknownMaster21 :I somehow like that 3 lap average hotlap, but how about 10?

That should be done via insim really, because there are tons of statistics you can come up with, so asking Scawen for this when we already have insim (which was made exactly for such needs) is not good.
vitaly_m
S3 licensed
Thanks for the hard work you put into it. LFS

I've subscribed to patch test forum, hope there will be more stuff coming Thumbs up https://www.lfs.net/forum/66/subscribe
vitaly_m
S3 licensed
Version 2.0.1 released.

Download: Linux Windows

Changes:

+ Translation to Belarusian language (thanks to t-race)
- Some small fixes

AS armco set too high in the air makes it possible to go off world
vitaly_m
S3 licensed
See the replay Smile
vitaly_m
S3 licensed
Quote from Gutholz :*bump*
I think there is missing a way to go from season-view to the overview page of a league.
Imagine someone sends you this link:
https://www.lfs.net/leagues/299/season/392#round6
or you clicked it in calender.

Then you are missing important info like server/password.
Maybe at top should be a link back to the league's page (in this case https://www.lfs.net/leagues/299-CityLiga-Sprint-Races )

I see big blue button at the top named "Back to league overview". Was it fixed this night or have you missed it?
vitaly_m
S3 licensed
If you want to have some racing, head to https://www.lfs.net/leagues leagues section and find something approporiate.

These days I dropped LFS for some time, but I never had any regrets for buying it, because there are great events occasionally. And sometimes me and some friends just roll around some combo and it is alright.

But if you expected online activity to be at the level of other simracing titles, then you came at a wrong time.

So if those 24 pounds really strike your budget, think twice next time before buying anything and I hope you can resolve this matter.
vitaly_m
S3 licensed
I remember using calibration to make my clutch pedal working a bit sharper Wink Generally it is a useful thing to have.

On the other side I never done anything apart from using this little cheat. (Only when my wheel got broken, but calibration didn't help heh).
vitaly_m
S3 licensed
Good stuff Thumbs up I like the way you try to get some positively serious and useful conclusions from so much messed up situations Big grin
Last edited by vitaly_m, .
vitaly_m
S3 licensed
Quote from Scawen :Yes, the best way to do that is have graphics and physics on two different threads, so more CPU power is available for each of them (assuming the CPU has more than 1 core).

That might bring even further input lag, but if it gets configurable, it is allright. I beleive that LFS old-school approach is really the best from input lag prevention perspective (with the sacrifice of being dependent on single threaded CPU performance). Both interpolation and threading should be switchable in order to be able to get maximum performance on each gaming rig.

And indeed it is really difficult. Once threads kick in, you might need to redesign the whole resource management system and also you get some thread switching overhead and who knows what else. There are a lot of challenges and the resulting gain might not look as valuable when you're there. Having said that I hope people would keep themselves patient looking into the future Smile
vitaly_m
S3 licensed
Quote from Scawen :It does actually but the problem is that the physics updates at 100 Hz.
So between some graphics updates you have 1 physics step and between others you have 2.

So I think, each second, you see 25 of these:
1, 1, 2

Your eyes / brain can see this irregularity which happens in a 25 Hz cycle. You can also see this on an ordinary monitor if you enable vertical sync and look sideways.

Is it possible to do some interpolation when rendering LFS graphics?

It will eventually break everything though, because the whole game loop would be different, and also input lag can become more of an issue. But if that 100Hz/XHz beat really hurts someone's eyes, it might become a better experience.

But it is the approach that Bullet physics engine (and I am sure, others aswell) applies for example. Basically it looks like this:
  1. Get user input
  2. calculate atleast 100/minimal_fps physical frames (the idea is to render enough frames to get to the point of rendering the next graphical frame, but usually they use something like 5..10 fixed)
  3. Find 2 closest_to_current_time physical frames and interpolate relatively between them
  4. Render graphics and sound
  5. Go to 1
Obviously it is not the perfect approach. Ideally we would want our hardware to support setting velocities for each body rendered (idk if there is such technology already, I never digged into modern graphics).
Last edited by vitaly_m, .
vitaly_m
S3 licensed
Quote from Ash_McConnell :
I haven't had anyone report any issues with input lag, it has been pretty instant on both my machines (even my 6 year old machine). What symptoms are you getting? Are you running in windowed mode or fullscreen? Do you have vsync on/off?

Well, it was integrated graphics card (and my memory stick is from slower ones). So I got 30 fps and input lag with no surprise Smile I am having decent GPU this time. Will test it later again.

Waiting desperately for next version to try, and also to be able to change setups Wink (Y)
vitaly_m
S3 licensed
oh I missed it, sorry, I thought it isn't done yet.
FGED GREDG RDFGDR GSFDG