The online racing simulator
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w126
S3 licensed
You may want to use XInputPlus if you need a steering deadzone or separate throttle and brake.
https://www.lfs.net/forum/post/1978019#post1978019
w126
S3 licensed
Is AI driving on rallycross tracks always disabled for car mods? Maybe there is a chance it could work acceptably for lower power cars.
I don't know what is the rule for standard LFS cars regarding this. Is it based on tyre availability and power-to-weight ratio? Or is it just hardcoded after some experiments?
w126
S3 licensed
Quote from RE Amemiya :Rear trailing arm is essentially a solid axle.

Assuming flat road surface, with a solid axle the only camber (relative to road) change you get is from tyre deflection. With trailing arm there is camber change from suspension deflection (body roll), therefore it may be much bigger. FWIR camber thrust (change in lateral tyre force) is modelled in LFS tyres, so I think the handling with trailing arm is different from how real solid axle would behave.
w126
S3 licensed
Quote from leillo1975 :Cavallo 570S en Kyoto Ring GP Long (Linux/Wine)

Nice to see someone using LFS on Linux. Do you use LFS on Wine with DXVK?

For me it stopped working correctly with standard Wine (stable, 6.0.2) during current test patches (probably with the changes to car shaders). It works with Proton (Steam), though. I haven't tried standard Wine with DXVK applied manually yet.
w126
S3 licensed
Quote from Flame CZE :I'm also struggling to find a good picture of the suspension geometry - I oly approximated it according to some reference photos and the 3D model, but it may be totally wrong Big grin.

I don't know if you could infer anything reasonable from this kind of instructions and photos of model parts with a ruler.
https://www.super-hobby.co.uk/products/Lancia-Stratos-1977-Monte-Carlo.html
These models are probably not very accurate, but you could cross-check the data using models from two or more manufacturers. They have many photos like these on that site.
w126
S3 licensed
Quote from Scawen :
I'm fairly interested in the possibility of adding a dirt area to the layout square, as a selectable configuration for an incompatible test patch. But that's about it really. I'm also considering the idea of a walled 1km square area.

I'm only interested in one or two small changes to layout square, where a small change can allow a lot of possibilities.

Considering maximising the possibilities, it would be good to have both tarmac and dirt available in a single configuration. Layouts with transitions between surfaces could be built more easily then, without for example the need to construct paved parts from concrete slabs on a dirt-only area.
For more realism and to make things interesting, there could also be areas on the outskirts with procedurally generated bumpy tarmac and bumpy dirt, and maybe even some larger scale undulations on dirt.
w126
S3 licensed
Now i think "the last things on the list" might include the (in)famous Wink new tyre physics. If I remember correctly from old comments, the possibility of a version with new graphics and current (old) physics was not ruled out completely, only something best avoided if possible.
Last edited by w126, .
w126
S3 licensed
Based on hints scattered through Scawen's posts from last three months and May progress report, I'm now really confused about what it is that's going to be released. I guess that's part of the plan too. Wink
w126
S3 licensed
There is something wrong with your conversion from hex to float. I tried to convert diagonal values with this https://www.scadacore.com/tools/programming-calculators/online-hex-converter/ (Float - Little Endian) and the results are: 550.707764 2035.76721 2330.021
w126
S3 licensed
Was there any intended change between U and U11 (and later) that may explain 'replay OOS error' for an SPR with XFG and layout objects?
w126
S3 licensed
It's interesting to read about some details of LFS multiplayer implementation, the interaction of network communication and simulation of remote cars, especially.
Does LFS extrapolate the steering inputs of remote cars (for simulation, not visuals)? Or does it only use constant steering inputs from the last network packet for a given car?
Last edited by w126, .
w126
S3 licensed
Please consider allowing co-drivers (with seats) in GTR cars. We could pretend they are rally cars and this wouldn't be totally unrealistic. For example, XF GTR is quite similar to 2-litre kit cars from late 90s and more powerful GTR cars may be thought of as part of R-GT group (https://en.wikipedia.org/wiki/Group_R-GT).
w126
S3 licensed
Quote from nikopdr :does this help?

It's probably not that. The question was about contact points, that is how the game checks if a given wheel touches the road or other objects, and at which point(s). There are probably only 2 contact points per wheel.
https://youtu.be/A3Ue0w6b33A?t=70
w126
S3 licensed
RAF format is probably better for this. It has 100 steps per second, suspension travel, wheel rotation speeds, steering angle etc.
w126
S3 licensed
Quote from Big Daddy :Well, I would say no. This kind of shadow is actually also visible in real life. You will notice it when sun sets in the evening or sun rises in the morning. The shadows are sharp then. During the day, the light scatters in the sky and produces the shadows we are mostly used of: Indirect shadows.

Yes, I know there are both direct and indirect (ambient) shadows on the screenshot that I posted. What I meant is that the shape of the indirect shadow is strange, like there were holes in it around the wheels. The parts that may be considered indirect shadows from only the wheels (?) are too narrow and on the outside. BTW, the shapes of indirect shadows are probably not changed from the current public version.
w126
S3 licensed
I know it's not a test patch thread yet Wink , but don't you think these shadows below and around the wheels look strange?
w126
S3 licensed
It seems on https://www.lfs.net/screenshots there are a few new images from Blackwood that were not shown in the report.
w126
S3 licensed
Car shadows are not affected by atmospheric fog. They look a bit strange from a large distance, but I don't know if it's a bug or is as intended for this patch. The quote below might suggest the latter.
Quote from Scawen :Ambient (non-direct) shadow darkness now depends on distance

w126
S3 licensed
Quote from pantiainen :Is there an option that in TVDirector you could have the names on top of the cars while using the software?

Probably not, because it switches LFS into Shift-F mode.
I played with this program months/years ago and was able to run it now. With LFS TV Director GUI you can switch the current car by clicking on the list and then the driver name is shown at the bottom in LFS - see the screenshot.
w126
S3 licensed
Even at low engine RPM, e.g. 2000 RPM, there will be only 3 physics simulation steps (0.01 s) per one crankshaft rotation, so there is not enough "fidelity" for pulsed engine torque.
w126
S3 licensed
For suspension we have Shift-L view, but maybe you meant something more advanced showing how the forces are transferred to car body etc. I vaguely remember some plans for suspension improvements being also mentioned a long time ago in connection with the tyre model.

EDIT: I have found the posts:
https://www.lfs.net/forum/post/1454942#post1454942
https://www.lfs.net/forum/post/1316543#post1316543
Last edited by w126, .
w126
S3 licensed
Things that could help:

- ability to set deadzones inside LFS (this is not available in standard Windows drivers for xbox controllers for many/some (?) configurations),

- even stronger smoothing possible (in Misc options),

- settings for speed-sensitive steering (it seems it is part of what Forza does with controllers),

- maybe some standard steering configuration specifically for xbox controller, considering this https://www.lfs.net/forum/post/1906322#post1906322 .
w126
S3 licensed
Quote from Bmxtwins :I only see one ever used in LFS

The one of Italian origin, racing related? Big grin
https://en.wikipedia.org/wiki/Autodromo_Nazionale_Monza#/media/File:Monza_track_map.svg
w126
S3 licensed
I haven't tried it but maybe it's not so bad at least for someone who likes watching replays from trackside cameras.
https://youtu.be/bLCZ1qo58S0?t=5m5s

Regarding the replays, it seems like Codemasters are more proud of showing side windows, mudguards and trees then their car dynamics. Wink
w126
S3 licensed
Quote from nacim :Autocross layout editor is not a track editor, grass squares and dirt slabs are not needed.

Don't break our hearts. This is a privilege of the devs. Big grin
FGED GREDG RDFGDR GSFDG