The online racing simulator
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vitaly_m
S3 licensed
Quote from Flotch :same here. There is not the "challenge" you may expect from a rocket car like this (even if 'just' driving a F1 is not necessarily "complex" ... being fast is another story Big grin )

Well, you can set FO8 to be lot easier than WR setups. So I hope that's the setup thing here. Will wait until they get car set up functionality back into the game, and then we can tell more.
vitaly_m
S3 licensed
Quote from Flotch :not seduced ... handling is very strange ... I tried quickly I have to admit.
Graphics and sound are a bit ... not so nice Big grin

I felt some severe input lag when driving, but can't tell if it's due to my potato PC (running on processor graphics atm). But force feedback was really nice, that's the key point for me. Need much more testing until I can say if I like it better than AC for example Smile
Online Racing Championship (ORC) free to test racing game
vitaly_m
S3 licensed
Recently found it on reddit http://onlineracingchampionship.com/page?id=1

They claim that they used old Formula 1 simulator as a base for physics.

What do you guys think about it?
I can't test it really well, since I don't have proper PC for it at the moment.

To try it out you need to register (providing your email) and download.
vitaly_m
S3 licensed
Quote from Whiskey :I still dream of the day we can set handicap & restrictions through InSim

You can set engine restriction and weight via insim. Look for IS_HCP packet in docs/insim.txt.

By the way, my program does it. https://www.lfs.net/forum/thread/88468-LFSTop-tracker
vitaly_m
S3 licensed
Quote from Eclipsed :Well,if this topic has already started - how about complete server side setup limitations? Where server admin could access menu,where he can select allowed range to all possible settings (including the same TC,air restriction,ballast weight and even max fuel amount). Probably a lot of work,but could be very useful.

That would be a bit less effort if we can have insim packets for this. The best is to have ability to send an insim packet, which has minimum and maximum setting for each value of car setup for each driver (say, we send it when driver connects). That would be the most flexible way possible: you can make special championships when people can choose what to improve in the car, and also we can have custom cars that way, etc. Also it would be nice to have sliders in insim Wink

And basically it would be at least around 132 (setup file size) * 2 + 4 (header size) == 272 bytes size, which is already bigger than 256. That will require some (not too hard tbh) magic in insim format, since currently every packet has only 1 byte for size, so max size is 256.

Anyway, that does require a lot of work, and for those who really need such functionality, they could just RIP the set on the fly and spectate people if setup doesn't conform.
vitaly_m
S3 licensed
Quote from GreenWorm :You dont have to create the whole map if you don't want to, just give us the track editor. The thing why people stop playing LFS is because its the same cars and same tracks all the time, but with track editor, there is alvays something new and exciting. Imagine what we could create!

The official statement on The Editor by developers says (from faq:

Quote :
Can I make my own cars/tracks for LFS?

No - Live for Speed is still in development therefore there are no car or track editors available at this time. Also it's not yet possible to import other 3d formats into the game. However we will probably release the editors at some point in the future when most of the LFS development is finished.

So, we would have to wait until most of LFS development finished.

Oftenly among other things Scawen says that he has to do some things on The Editor which Eric uses to work with tracks, so it doesn't look like we are any close to it.

As of me, they could focus on just releasing the editor and nothing less for S3, and that would be enough.
vitaly_m
S3 licensed
There is a small request that is easy to do and wouldn't break anything.

Can we have it so that traction control wouldn't be possible to enable if it is disabled in the car setup?

This way we can run a non-TC BF1 and FZ5 events (using special insim app), which are impossible to do now.

Also, it will actualy justify the existence of SETF_TC_ENABLE which is useless so far.
vitaly_m
S3 licensed
Thanks guys. Will do my best to match your pace some day Wink
vitaly_m
S3 licensed
Quote from Victor :So you'd like full track names (track + config name)?
That would require a new pubstat version, otherwise everyone's current pubstat usage will break.

Yes, it would be best to simply conform to the format used in the insim. To use special file for ID-to-TrackName sounds not really good, since we would bring more burden to end users (and sometimes the users are not only server admins, but can be just regular players).

And obviously you need to increase the version for it.

Quote from Victor :
Another thing I wonder about - if I understand correctly - is that you would then load the data and display it 1:1 on the screen? Without any sort of input validation? (what you download is input as well)
That doesn't sound very safe imo. Even if you download from a trusted source. You must always treat external data as unsafe.

This is fair point, not saying that the data can be damaged (no checksum or whatsoever here). Thanks.


Anyway, you will definitely need to come up with something really hacky if you want just to continue to work on top of current system. So I think it is time to move to simple RO11 stuff.
vitaly_m
S3 licensed
Quote from Neilser :It's fairly clear what you're trying to achieve here, but if you're gonna post actual code you should probably check over it first Wink
In this case, you've miscalculated your clutch_max_speed constant (hint: it gets SMALLER if you reduce the time from say 0.25 seconds to 0.1, when it should get bigger...). The rest of it may or may not be OK Thumbs up

In this case in the code I have 0.25 per second, while I rather wanted 4 per second.
vitaly_m
S3 licensed
The clutch problem has pretty easy solution.

Autoclutch works with the specific speed which is say 0.25 seconds to travel from 0 to 1.

When you calculate user input you just have to compare current input with previous value and if it traveled by more than this speed allows, you damp it back to the maximum possible value that the fixed speed allows.

The code would look like:


// assuming we run on 100Hz

// variables description
const float clutch_max_speed = 0.25 / 100;

float clutch; // the value you will put in the physics calculation
float user_input_clutch; // the value you get from your input system every frame

// now follows the code you run every frame
{
float delta = user_input_clutch - clutch;
if (abs(delta) > clutch_max_speed) {
clutch += sign(delta) * clutch_max_speed;
} else {
clutch = user_input_clutch;
}
}

vitaly_m
S3 licensed
Version 1.4.0 released. Download: Linux Windows

Thanks to Oliver Feistkorn for German translation.

Changes:

1.4.0

+ Translation mechanism implemented (see docs/Translating.txt)
+ Translation to russian
+ Translation to german
+ Can use NONE for hlvc_checks
- Fixed help window displaying !top and !recent info in a wrong way
- Fixed corrupted sections/splits switch messing the table pretty much
- Fixed printing excessive info on new laps (now will only print one
of the TOP TBS or TB laps, since TOP means also new TB and TBS, and
TBS means also TB)
- Removed !stb command, since we have all the data in the !stint

vitaly_m
S3 licensed
Quote from cargame.nl :Ehhh this just happened and it got an extra number? 700=RO1 and 7100=RO11?

Yes, the current format scales even worse than I thought!
Please have a look at the pubstat <track> format design
vitaly_m
S3 licensed
When Rockingham was released I had to make another release for my tracker insim in order for it to work.

Here is the actual info I want you to consider: https://www.lfs.net/forum/post/1899880#post1899880

Because if another track gets released I will have to do this (dive into code, run virtual machines to produce linux and windows binaries, upload new versions, make post on forum...) again in order to be able to show people world record in the !top table for that new track.
vitaly_m
S3 licensed
49/vitaly_m/Vitalii Minnakhmetov/Corse Motorsports
vitaly_m
S3 licensed
Bugfix version 1.3.2 released. Download: Linux Windows

Changes:

1.3.2

- Fixed segmentation fault (application crash) when using pubstat due to addition of Rockingham track.

vitaly_m
S3 licensed
?action=WR has something to improve.

The use of numbers instead of track names seams unreasoned. What will happen when we get 11 tracks in the game?

With commonly used BL1[R] system this problem goes away (atleast we can have 4294967296 tracks instead of just 10 Smile ). The drawback is that it will make the response 619 bytes bigger (but with time, as new tracks get released, the letter-system will actually become smaller, if you have to add another digit for other tracks for the old system).

But the most important gain is that clients wouldn't have to dive into their applications' implementations whenever there is new track out there. This is pretty big.
Last edited by vitaly_m, .
vitaly_m
S3 licensed
With this version I get a problem under Linux/Winewhen I try to scale window sometimes (picture 1)

The problem happens if I start LFS in windowed mode and then try to increase the size.

If I start fullscreen then I can go to windowed mode and have any size I want.

Not a critical bug, but I thought it's worth mention here.


Another note: can we have this new shader on the Car's dashboard part and probably even on the steering wheel? Will make it even fancier (Y)
vitaly_m
S3 licensed
No idea how exactly Insim.Net api works(and I have never wrote any code on C#), but generally you need to specify PLID when you send the message.

So that it might look like this:

IS_MTC message;
message.PLID = CON.B.PLID;
message.Msg = "I am sorry " + players[CON.B.PLID].PName;
insim.Send(message);

vitaly_m
S3 licensed
Quote from bishtop :working perfectly now. thanks mate I will let you know if anything crops up

Nice. Don't hesitate to write me a PM through the forum, because I don't get email notification with every message in the thread, only for the first unread message.
vitaly_m
S3 licensed
Quote from bishtop :looks like its going to be a nice program mate,when I try to run it I am getting an error saying the following "The program can't start because libgcc_s_dw2-1.dll is missing from your computer.
Try reinstalling the program to fix this problem"

hope all is good and well and hope to see u soon

Thanks for testing. Somehow I failed to build it properly for windows. I wonder why no one reported that earlier Big grin

Try this https://bitbucket.org/restlessmonkey/lfstop/downloads/lfstop-1.3.1-windows-bundled_libs-i686.zip

I have also updated the links in first post and latest version post.
vitaly_m
S3 licensed
Quote from toniara97 :Im trying to update to Version 51, it wont let me do it, only says "Cannot write LFSlazy.exe".

I cannot fully uninstall the program either, to do a fresh install. says its opened in "System" or smth.

What should i do?

Wild guess: maybe try to run installer as administrator?
vitaly_m
S3 licensed
Bugfix version 1.3.1 released. Download: Linux Windows

Changes:

1.3.1

- WR update was parsing the answer multiple times after first update,
accumulating amount with every update

Last edited by vitaly_m, .
vitaly_m
S3 licensed
Version 1.3.0 released. Download: Linux Windows

Changes:

+ Configurable !log command added: option to restrict to admins, max
messages limit. Long messages are split to 2 strings

+ Split/sections preference is now saved to database, so you can
switch it once and it will always appear the same after reconnect

+ Use SystemSemaphore instead of running.pid file. No longer need to
remove running.pid file if program crashes

+ !ver command shows memory usage

+ Added Clang compiler build flags

- Fixed options window which showed all laptime updates options "On"
until you change them

- Will not run importer if lfstop is running in the directory

- Database query window optimised (!top, !tb, !tbs and !avg printed up
to 20 times faster)

- A lot of minor fixes, refactoring, code formatting :)


FGED GREDG RDFGDR GSFDG