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Separate garage background from "going into car" screen
yaper
S3 licensed
Please separate it, because it will allow to modify garage background like this http://www.lfsforum.net/attach ... tid=1174&d=1126030225 and don't have it displayed while entering a car.
yaper
S3 licensed
Thanks a lot.
yaper
S3 licensed
Scawen, could you help me according to the question I asked few posts before, please:

Quote from yaper :Hi Scawen

I've got a question about few strings:
3a_cqualify qualify
3a_crestart start race
3a_cendrace end race
3a_cntrpits enter pits
3a_cspectat spectate
3a_cantjoin join
3a_cantleav leave

Are the above strings used ONLY together with:
3a_no_x_plc Can't %s - a player is connecting
3a_no_x_cht Can't %s - changing track
3g_no_x_car Can't %s - car is on the track

Or maybe in other places, too?

yaper
S3 licensed
Yes, Fiat 126p will be the great competitor.
Tuned versions have like 50HP, so it will be close to UF1 power.

In polish 2nd league rallies we have "almost like Subaru" version.
yaper
S3 licensed
Lets imagine that teleporting into the grid is like entering a engine running car, placed on the grid by your mechanics.
To place a car with running engine on a sloppy ground, you need to switch into neutral and lock on your handbrake.
Now it's player's turn to enter a car. What he has to do first to start?
Yes, he has to switch off the handbrake.
I see no more questions.

When we will have car on the grid with engine turned off, then we can start to thing about leaving it on gear without handbrake applied.
yaper
S3 licensed
Engaging/disengaging of button operated hand brake should take certain amount of time, just as it is now.
But, if you press and hold the hand brake button, the brake force will be increasing. If you depress it until the full force is applied, hand brake will be disengaged (you can use it in rally cross).
If you hold the button up to full force + eventually hold it more for defined amount of time the hand brake will be locked on, and you will need to press the button again to release.

Of course at the start hand brake should be ON. When it is engaged auto clutch should split the transmission, so you can rev up the engine.
At the green light you can touch the hand brake button, clutch will re-engage the transmission and car will start.
yaper
S3 licensed
Hi Scawen

I've got a question about few strings:
3a_cqualify qualify
3a_crestart start race
3a_cendrace end race
3a_cntrpits enter pits
3a_cspectat spectate
3a_cantjoin join
3a_cantleav leave

Are the above strings used ONLY together with:
3a_no_x_plc Can't %s - a player is connecting
3a_no_x_cht Can't %s - changing track
3g_no_x_car Can't %s - car is on the track

Or maybe in other places, too?
yaper
S3 licensed
There are only strings to translate. But that means dev are working on that. So if not next patch, maybe the following.

There are placeholders for 28 positions in the race.
Speculation: What we will have in next patch :)
yaper
S3 licensed
According to new translatable strings.
We MAYBE will have False starts, handicap (weight adding, intake restriction) system and diff preload.

/EDIT
There are only text to translate, no one knows what be in the next patches.
Last edited by yaper, .
FOV of in car and chase view linked [not a bug]
yaper
S3 licensed
Shouldn't be separate for every view type?
yaper
S3 licensed
Thanks.

Are new view names going to be also embeded in "Settings for %s view :"?
yaper
S3 licensed
I'm in trouble during translation of V3 strings.

Where it will be used:
3g_cvw_vlag Smoothing %.1f sec :

3g_cvshelic heli
3g_cvsfollo follow
New default driver views?


3g_fixedfwd Fixed to forward axis : - Weird.
3d_admins_c Admin slots : - number of slots for admin logins to host?
yaper
S3 licensed
See you at Blackwood...
www.liveforspeed.net
yaper
S3 licensed
Quote from DragonCommando :If you want blurred effects, look for the hacked DX8 DLL file for LFS.

I tried it some time, but it is only a hack, and eats a lot of fps.
It fails on wheels blur when strobe effect is going to occur.
My suggestion should blur the wheels in any case.
yaper
S3 licensed
I'm digging up the thread because I've got an idea about blurred wheels.

Knowing wheel rotational speed and having possibility to draw semi-transparent triangles (spokes), there shouldn't be much problem drawing blurred wheels.
When rotational speed is increasing spokes should be draw multiple times having each instance rotated backward by a certain (delta) angle and transparency should be set in percentage = 100 - (100 / number_of_instances).

For example.
0-25 km/h - 1 instance at 0% transparency
26-50 - 2 at 50% transparency
51-75 - 3 at 33%
76-100 - 4 at 25%
etc.

Delta angle has to be set experimentally.
yaper
S3 licensed
I'm wondering if Scawen have even thought about implementing rims/tyre changing in the game. Bespoke can be an editor, and importing from rim files will be an option in the garage. It is only few hundreds of bytes to send during user joining, so it shouldn't be a problem from net transfer point of view.

The problem could be a mass of the wheel changing, and it is unsprung mass, so it is very important for suspension movement.
yaper
S3 licensed
FF works fine for me.
Try to delete all the cookies from that domain.
yaper
S3 licensed
Great work DaveWS.
RB4, RAC, XRG and XRR are still need some tweaks, because they are not as rough as the others.

Excellent addition to it, is your skid soundpack.
yaper
S3 licensed
Quote from scoobyrbac :Thanks man..but is there a simpler version? Or can someone that uses one tell me?

There are plenty of Playstation to USB adapters.
For example: http://www.stepmania.com/wiki/USB_Adapters

I'm using the one similar to this one
http://www.jandaman.com/games. ... usb5&Category_code=PC
and it doesn't need dedicated drivers under WinXP.
yaper
S3 licensed
Quote from GP4Flo :Is it possible to get this shirt with the current S2 logo colors, just like this one?

+1 for that.
This would be we best option. Eventually similar design for baseball shirt.

We have similar design in polish rally.pl internet group for black and white T-shirts, and everybody was happy.

URL on shirt is IMHO not a good idea, especially at the front of the shirt.

I think that the main parto of the price will be the cost of plain shirt.
If there will be around 200-300 shirts for print, the cost of 3 colour print for 1 shirt should not be more than 10% of plain shirt.
Last edited by yaper, .
yaper
S3 licensed
This sound pack is just great.
Now I can feel better when car is sliding or not, and it is not the volume factor.
Maybe the sounds should be a little bit quiet, because I had to reduce skid sound boost down to 0.1.

Definitely It should be default skid sounds.
yaper
S3 licensed
Quote from mrfell :Unfortunately i'm behind a poxy server at work, how do i update the test patches as i cant get to the master server.?

I'm behind a proxy, too.
Scawen, can you provide us with zip file URL?
yaper
S3 licensed
I think we should start our discussion about sound in LFS from the question
"What engine elements are making THE BASIC engine sound in LFS".
Is it only a sound of cylinder stroke, or maybe the valves and cams are making the noise?
Is this stroke sound always the same, or maybe it changes during load changes?
Maybe there should be few different strokes to play, ordered by the engine load.

Next thing to mention is stroke timing.
As you know we can have earlier/late stoke, which also should be considerated.
Next we can think about slight variations in the low revs. Which will add more reality.

But we are coming more and more into combustion cycle simulation. Maybe it is the key point?

We all know that the LFS engine sound is not good when going up the revs.
What causes the sound to be wilder in RL? Is it only louder detonation,
or maybe valves and cams are working faster and faster producing a lot of additional noise.
From it there is only one step to Honda VTEC technology simulation.

Maybe the lack of simulation in one of the above elements
is the point of unnatural sound representation.



BTW.
The engine load transferred by the clutch is not properly simulated.
Maybe it is causing by the bugs in clutch simulation, but for me load changes during changing gears are too rapid.
When clutch is re-engaged, engine revs are quickly changed, without transition.
There is no clutch slip, or the slip is too low. In my car when I drop clutch,
the revs are not simply switching into different value, but they are noticeably increasing.
yaper
S3 licensed
Quote from Scawen :As it happens, I have done a little work on the view options already for the next patch, and there was an old bug / request about the head G shift being too much at some times in the powerful cars - so it was a good time to add this option. Thank you, it's now done in my version (you can switch it off in any custom camera).

Being on this topic.
Same or even more valuable will be an option to turn off the Steering look in the same circumstances. Because now when you are watching replays you have to turn off Steereng look, to be able to rotate the camera.
yaper
S3 licensed
Quote from RiGun :I'm having trouble with U29, i think it has something to do with the "Controls screen now shows the function assigned to a button" because when I press any button from my wheel at the controller menu LFS shuts down inmediatly without an error message, that does not happen if I am in the axis menu from controller's options.

Same happen to me.
But I'm able to press buttons not assigned to CTRL+ or ALT+ functions.
I've got also immediate exit when trying to assign button to CTRL+ or ALT+ functions. (I assigned it in U28, where everything works fine)
CTRL+ ALT+ assigments are not displayed next to the actually pressed button number

To maintain consistensy
Options -> Graphics -> Uncompressed Skins [Yes/No]
should be changed to Compressed Skins [Yes/no]
Now we have double negation, which is very confusing.


WinXP SP2
PSX joypad connected by USB adapter.
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