The online racing simulator
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colcob
S2 licensed
Evening all. It's been a while. How are all you old farts?

Shit, 13 years.
colcob
S2 licensed
I can only hope that this work was done to enable significant graphical improvements in the future. Otherwise it seems a little pointless to spend time doubling the frame rate of a piece of software that ran fine on computers we threw away nearly a decade ago.

In this thread: People who don't realise there is very little point having a frame rate higher that the refresh rate on their display device.
colcob
S2 licensed
Well, I've been dragging out the old wheel getting into Dirt Rally and having some nice looking fun with Project Cars, thought I'd drop in and see if LFS had been updated yet.

Hey old timers, nice to see some familiar names still haunting the place!
colcob
S2 licensed
Ey'up. Well I swing by here every year or so to see if there's a reason to get the wheel out of the attic and re-install. Nothing from the devs yet, but I might make the effort for some old skool TBO action.
colcob
S2 licensed
Yep it was great while it lasted. And actually I played LFS for more hours than most of the other video games I ever played put together between 2002-2007.

I check in every six months or so to see if anything's happened and it never has. But no doubt one day it will, but I doubt I'll be here to see it. Good luck Scavier, and well done, it was the best.
colcob
S2 licensed
Quote from Bob Smith :This is related to the way trailing arm suspension creates jacking forces which cause this unusual behaviour. I'm not sure if anti-dive or anti-squat geometry works in LFS at all.

I'm pretty sure that the S2 suspension system was modelled in elevation only, so anti-roll and camber recovery are modelled but not anti-dive/squat. Could be wrong though.
colcob
S2 licensed
Never mind all that. Bring back the Clean Racers Club!
colcob
S2 licensed
Wow, it's like a class of 2003 re-union in here. Evening Gents.

Like many of you, I'm pretty much inactive now. Every now and again I fire her up and think I might get back into it, but similarly I've been put off by the chronic lack of combo imagination (FBM/BL1 yawn) and the the fact that any server with anyone actually in it requires you to drive a lawnmower for six months to prove your worth.

Maybe we just need to set up an old timers server to suit our particular needs

Just about the only good thing about the rash of insim apps has been the improvements to LFS's woeful timing information display.
colcob
S2 licensed
Well it's like if you having a fuel economy race to, say, blackpool, to turn on the illuminations, and you had to go fast enough to make it in time, but not so fast that you run out of fuel.
colcob
S2 licensed
Hehe, some fair points. Makes me want people to post their racing game history to see how we all got into sim racing.

Here's mine...see if you can guess how old I am!

Stunt Car Racer (zx spectrum) -> vroom (amiga) -> f1 Grand Prix (amiga) -> GP2 (pc-486) -> Colin Mcrae Rally -> Toca2 -> Grand Prix 3 -> CMR3 -> GP4 (it crashed, I took it back) -> Project Gotham (xbox) ahem.. -> PGR2 -> LFS!!
colcob
S2 licensed
Quote from StewartFisher :No. Have a look at this page made by one of my university lecturers:

http://www2.eng.cam.ac.uk/~hemh/gyrobike.htm

He's quite a character...it's amazing how someone can get so excited about spinning things.
Strictly speaking the gyroscopic forces do have an effect but it's very small, and it is dominated by other effects.

Yeah, it's true that on a typical pedal bike, gryoscopic effects are fairly small. The same is not true of a motorbike at moderate speed. http://www.superbikeschool.com/machinery/no-bs-machine.php
colcob
S2 licensed
The physics of the differentials has changed. Clutchpack diffs now have preload, so their behaviour is slightly different. Its generally much much better, particularly for RWD road cars, but it may just alter the load transfer enought that the car would spin where previously it would not.
colcob
S2 licensed
Quote from Krammeh :meh.

Nice patch, but. A very very bad patch for cruise servers.

The repaired car on resets, suck. And turning off resets, just causes major frustration of the cruisers.

Anything possible to solve this?

I have to ask, if people are supposed to be cruising, how on earth do they end up needed to reset?
colcob
S2 licensed
Look at it this way. With the previous system, if a group of 8 people wanted to go around banning others, all they had to do was find a server with 15 people on it (including themselves). So it's not like it was impossible before.

Also the point has already been made that in a server of 32 racers on track, it's incredibly unlikely that 17 them will have seen the bad behaviour that requires the kick/ban, so they are unlikely to vote. I think that 8 is a reasonable number that are likely to have been affected by an individual and can therefore vote meaningfully.
colcob
S2 licensed
Quote from Scawen :OK the exe is now in place on master server.

I find it heartwarming that even a godlike genius such as yourself can still forget to upload the exe 2 times out of ten.
colcob
S2 licensed
Patch W43. An evenings racing on mega busy Test Server 2. No problems whatsoever.

Just thought that might be nice to hear.
colcob
S2 licensed
Yeah, you quite often find that some fast guys will definitely be faster through the apex, but they haven't outbraked you and they haven't got any overlap at turn in, but they still feel they should be entitled to carry their usual speed through the corner and just barge into the back of you.
It's just bad racing, as if you can carry more apex speed you should be leaving a bit of space at turn in, carrying your usual apex speed and passing the guy cleanly on exit.
colcob
S2 licensed
Heh, as a general rule, I'd avoid names that remind people of venereal disease
colcob
S2 licensed
I think an LXR in the big GTR class would look ridiculous and get beaten all about the place by the 1 tonne monsters.
However, a LXR with slicks, no aero and about 280-300 bhp/tonne would add very nicely to the mini GTR class, and add a rwd component to the class.
colcob
S2 licensed
I presume you are using a combination of outguage and insim. Ideally, I would have thought it should just send insim messages to keep the player informed.

A great feature would be a low fuel warning, and a 'pit this lap' warning. Suppose you did a fuel check at the last split, and the fuel remaining was equal or less than the average fuel used in previous laps, you could put up a big 'MUST PIT THIS LAP' message. Which would be very helpful for idiots like me that cheerfully run out fuel without noticing.
colcob
S2 licensed
Quote from Rish :does this mean that there is a chance that S3 may not even be made?

Well based on current rates of progress, I'm not that sure that continuing the current development strategy is going to work all the way up to S3. If you think that S1 took a couple of years, S2 has taken 4 years so far, then S3 might take 6 or even 8 years, depending on whether you subscribe to a linear or exponential view of things .

Mind you Geoff Crammond got away with releasing a barely changed Grand Prix game full of 10 year old assembly code once every 4 years, so maybe it'll be okay. And Scawen seemed to have kicked Geoffs ass in many departments, so I have confidence (although... GP3 did have undertrays that worked properly, wet weather and 4 way dampers, so he hasnt been surpassed in all regards).
colcob
S2 licensed
colcob
S2 licensed
From the LFS main site news page, dated Nov 29th 2002. Oh how the best laid plans...

Quote :Our new plan for Release 1 is to release it in 4 downloadable stages, we will charge a price for these - each one at 25% of the total price of Release 1.

The first 25% release will come out a few weeks after Demo Test 0.2 after sorting out any bugs or problems that come up. So - we estimate early February 2003. It will contain the 3 cars from the Demo Test and 3 more road-style cars including one or two four wheel drives. Two extra tracks will be included - a city track and a country track with a few configs in each. More music will be included as well. At that stage neither the full damage system nor all the planned improvements to graphics and sound will have been done - the idea is that while Eric is continuing to add or finish more tracks and cars for subsequent releases, I will be continuing to develop the program all the time as well on the way to Release 1.

The next three 25% releases will contain in the region of 4 cars and 3 tracks each and will come out at intervals of 2 or 3 months. The 4 stages are downloadable and a CD will become available when the full Release 1 is completed (i.e. the 4th stage is finished).

colcob
S2 licensed
Hmm, this is kind of an interesting idea, but I share others concern that it is unlikely to result in setups that are any better than a manually created setup.

However, I think there could be some interesting research done on the dataset that you gather, but simply averaging values probably wont reveal anything very interesting.

What might be interesting however, is to produce some statistical data on certain parameters and extrapolated behaviours. For example, we can fairly easily determine things like basic spring balance, aero balance, critical damping percentages, top speed, etc, from the setup data. A statistical analysis of the range of these parameters, cross referenced against track say, could be pretty interesting.

Also, you could plot one setting against another setting, to determine things like how much more basic spring oversteer do you need to add when using a locked diff ? Or what is the average critical damping percentages used at different tracks to determine people's response to different bumpiness profiles ?

I would suggest dumping all the data into a database and running some more complex queries on it.
colcob
S2 licensed
Well I'm sure we will see the fruits of Eric's labours sooner of later. However, given the timescales I can understand why people are starting to ask questions.

To put it into perspective, S1 was released in June '03. S2 full Alpha was released in June '05, more or less 2 years dead to produce S2. It's now coming up for June '07, so in a months time the same amount of time will have passed as took Eric to produce the entire S2 content, and in that time, we have seen 1 car, 2/3 cockpits and some new kerbs/bollards at Aston.

So it's simply inconceivable that there isn't a whole pile of unreleased content just waiting for the right moment. I guess it wont be an equivalent 2 years work as those 2 prior to S2 release, due to moving house etc. and perhaps a moments resting on the laurels, but it should be a significant chunk of work nonetheless.
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