The online racing simulator
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Ziomek21
S3 licensed
I suppose the question the topic should be asking is "What is happening in Russia?", because it doesn't add up. Also, I'd be very suspicious of any new leaders popping up post-putin.
Ziomek21
S3 licensed
The engine revs increase and decrease way too fast, also there is still a bit too much power and the steering in a straight line is a bit too precise Big grin Gear ratios can be found at Polish wiki page

some videos that could be helpful




Keep it up Smile
Ziomek21
S3 licensed
A milestone for LFS, although it will be interesting to see what will happen to the interest in racing vanilla cars.

I gotta say, the integrated mod system is the best I've seen so far in racing games. Late to the party, but job done right Smile
Ziomek21
S3 licensed
Suggestion from a lazy man:
could we sort 'Changelog' entries from newest first? Some cars have double-digit edits, lots of scrolling down to see what's new.

Also, by default the 'Mods' page displays only the approved mods and no tweak edits. I pretty much have to change it every time I check for new mods. Is there a chance to make the site remember the last user selection?
Ziomek21
S3 licensed
Some small observations: I think the driver sits a tad too high, part of his helmet covers the airbox. Also, shouldn't the car be 10 kilos lighter? Wiki says the car was 620kg with the driver.
Ziomek21
S3 licensed
turns out it's used in football training too, although it looks a bit... funny Smile

Ziomek21
S3 licensed
Is it possible to add the ability to rate the mod in-game, say after jumping to pits with the car and without the need to come back to LFS.net? Sort of how "Rate the connection quality" of video chat @ facebook works directly after ending the conversation.

EDIT: Figured out you can already rate the car in-game, but yea, one could put it on a plate for ppl to leave feedback.
Last edited by Ziomek21, .
Ziomek21
S3 licensed
will this have some iconic fictional alcohol sponsorship skin? Tongue
Ziomek21
S3 licensed
This might not be what I had in mind Tongue.
I thought of the possibility to display only a specific type of mods, like the tickbox "Show only original content", or an option to "Show only cars based on: XRT", for example.

I don't mind various engine-only mods, various versions of the car handling might be useful when trying to balance out the cars in testing for league racing.
Ziomek21
S3 licensed
Can we have an option to filter out original creations from LFS vanilla car mods, both in-game and on the website? Before uploading, you'd have to state if your car was built from scratch, or modified an existing vehicle.

Apologies if this has already been suggested.
Ziomek21
S3 licensed
Suggested it some time ago: https://www.lfs.net/forum/thread/91829

AFAIK some CS:GO analysis software works like that, you put yourself onto the map in the demo, so that you can practice tactical setups, etc. Can't remember the name of the thing, but 100% it exists.

EDIT: ESEA Refrag is the name
Last edited by Ziomek21, .
Ziomek21
S3 licensed
Quote from Paprika6 :Dont forget that half the players dont have a wheel.
For a keyboard player manual clutch would make me stop playing this game.
I already use 9 buttons to drive, and for even mouse players it would be pain in the ass

My mistake not mentioning that I'm talking about wheel users that have this capability. You probably don't know, but when a wheel user enters the settings, LFS knows what wheel he's on. The problem would arise if for example one of the pedals broke and was unusable.

Keyboard/mouse/joypad users would probably have to be left alone, and it would result in a sort of "two-speed LFS", probably not good. I'm not arguing the ideas here are foolproof, I'm glad you mentioned this.
Ziomek21
S3 licensed
Quote from pajkul :I do believe LFS has much bigger issues than this, one of them being lack of new content and systematic updates. If you think these things really matter I guess they should be suggested in the suggestions thread, not really sure if this deserves its own thread because it's going to become a bag of all topics related to LFS and its development, development speed etc.

And this is precisely what has happened every time the topic was brought up, hence why I - with not an awful lot of satisfaction I have to say - had to come out with what I feel many people felt over the years, and that was treated like "yeah, yeah, whatever". Consider this - we have leagues with 'big' prices here now. Say that the handbrake usage gives you those 5 hundreds a lap. You catch and pass your competitor on the last lap of a 50 lap race. This can be (and is) the difference between winning and losing. Regarding axis clutches and so on - the hardware improvements made certain things that weren't possible in 2005 doable, but the overwhelming majority of players do not use them.

Quote from pajkul :the handbrake issue is going to be resolved most likely by a physics update.

We're speculating here, let's hope that's the case.

Quote from pajkul :You can't forbid people from using it if they want and obviously if the car is equipped with a handbrake. If it's faster, then most likely this is the fault of not perfect tyre physics and cannot be patched.

Maybe it can be made less OP by changes to the button control rates, or the non-linear increase of it, I don't know. I like the defeatist attitude btw, but there has to be a way, maybe someone can come up with the solution

Quote from pajkul :Button clutch - if axis clutch is allowed and gets simulated properly, then you can always use it for faster shifting than with auto clutch. And then you could create a macro that acts essentially like a button clutch to gain advantage even if BC was eliminated completely from the game. If you can do that, then the only solution is to either disallow auto clutch or to disallow axis clutch. Both solutions are wrong.

Indeed both solutions are wrong, just as mapping the macros, which we can't do nothing about, but there's things we can do to LFS at least.
Ziomek21
S3 licensed
Quote from Racon : We could have had both if single-seat handbrake-ban was an option like FCV, or if we checked ourselves in insim with a handbrake flag added to the MCI packet or something along those lines. Your right to swing a handbrake-ban should end at my server. Hardcoding means it doesn't, so let's not do that if we can avoid it Smile I know you said that point was controversial, but the auto-clutch discussion ends before it even starts when real-life paddle-shifters are auto-clutch, doesn't it?

My point of view regards the way the cars are meant to be driven. Obviously I'm not trying to be more Catholic than the Pope here, it's about the cars that LFS lists as having an H-pattern gearbox.
Regarding the FBM hillclimbs - it should be treated as an exception to the rule - a choice in this case would be good, but the nominal use of FBM doesn't include handbrake.

Quote from Botswanan Salama :None of what Ziomek mentioned bothers me much.

"Abusing" the handbrake in a correct way requires still skill and that's all that matters to me. I don't care if it isn't 100% realistic as long as it's same for everyone.

Most of what you say doesn't really invalidate my points, but rather shows that you treat LFS as a skill contest first, realism second, which is fine by any means. Handbrake skill is another variable, another piece of the puzzle to make a complete driver. The way I think of it is similar to the way "The fan car" or the third pedal in a McLaren were treated - those were probably borderline legal features, but were they not taken away, everyone would eventually start using it.


Quote from Botswanan Salama :button clutch

BC is a funny thing in a way that the way the value ramps up when you depress the clutch is more realistic than auto clutch (which instantaneously jumps to full depress), but the way autoclutch stays fully depressed for something like a tenth of a second before easing off is on the other hand more realistic than an instant decrease after the peak is reached in BC, at least in my findings when looking at clutch behaviour using axis.

Quote from Botswanan Salama :If you are skilled enough with clutch pedal and H-shifter, with many cars it also makes you faster compared to using automatic clutch. I think that's good enough "reward" for that skill.

I disagree, I'm yet to see an axis clutch H-shifter user doing elite echelon laptimes against the autoclutchers

Quote from Botswanan Salama :Adding tyre heaters in hotlap mode definitely improved my hotlapping experince. Without that feature hotlapping would be often a contest about who is the best at heating tyres and not who is the fastest driver on one lap. It's completely fine by me that hotlapping and online racing are separated this way.

If we're considering handbrake use as a skill, than heating tires (or the skill to keep the temps at bay) is no less important. We had ridiculous practices such as doing burnouts on the kerbs to warm the outsides, then spinning the car to warm the other side as well, and those admittedly were reaching, but seeing UF1's on pre-heated tires... give me a break Omg omg omg. The hotlap changes made so many people happier, which can't be understated, but I'm just not sure if they were right.
Last edited by Ziomek21, .
LFS - serious racing simulator. No steering aids - YOU have to do the driving...
Ziomek21
S3 licensed
/this might be a bit of a manifesto from my side, but now that simracing as an 'esport' is as popular as ever, I think it would be worth it to have this discussion again/

The fastest way to drive in LFS has been crystallized for a long time: lower steering wheel rotation, automatic clutch (or button-clutch if not forbidden), handbrake ready to be used at all times. While mistakes were always punished, the extra skill of using axis clutch, h-shifter and full rotation is not really rewarded at the moment.

For obvious reasons, the physics engine has stayed the same the past decade, but the hardware we use to race didn't. While some of us started LFS when two pedals and 270 of rotation were the cutting edge, nowadays its hard to buy the wheel that doesn't rotate the 720 degrees of rotation LFS uses (for now) and hasn't got a clutch pedal. Which brings me to the point: why does the game even allow to have anything else than 1:1 ratio between the rotation of the steering wheel you use and rotation in game? Pros and cons aside, it's apparent that the handling of the car changes dramatically with different rotation settings, to the point where I would argue that we're not driving the same car (which is ironic to see in endurance races when you share the car with a teammate who uses different rotation from yours).

Same thing applies to the clutch pedal - now that the game detects the controller you're on, why should automatic clutch be allowed? This is probably the most controversial point, and also the one I am shooting myself in the foot with, but most drivers don't use it apart from the launch off the line. We race road cars as if they were karts, and that will not change, not with the new physics, not ever, unless it's made slower, or forced.

Regarding the handbrake meta, it's everywhere now. Somehow, in the early days of the past decade, we smiled with a bit of cringe and embarrasment at the problem and swiped it under the carpet until Scawen traded handbrake in single seaters for Rockingham (hooray). The topic was brought up here a couple of times but the attention was quickly shifted onto another issue. Join a public server and right away you'll see that most of quick TBO drivers spam the handbrake on the regular in multiple corners. But who cares about public servers right? You would think that the top GTR drivers wouldn't need to use it, but no, it's clearly advantageous at times, then it's used lap after lap after lap, for however many hours you desire. I don't think Scawen races enough to understand the impact this has on the car potential and as a result on the competition. It hasn't been dealt with at the start, and if someone buys the game tomorrow, he will see that in some cases the way to go fast currently is to set the car up for understeer and help yourself into the apex with the handbrake, sometimes more than once into one corner.

Many years have passed since we've had some introductions that shook things up, namely Hotlappers Paradise patch with tire warmers and custom start spot. Was it a good thing? Just look at some BL3R hotlaps, just back your car up against the wall, make your pit crew heat those babies up to optimum temp and off you go to set the laptime. The laptime which has no translation into reality, no chance to get close to in online quali conditions. Remember just how cool it was to see the guys beat WR in qualis to the events, like WOW. How many no-joke WRs had to make way to lesser drivers taking advantage of tire warmers, when probably all that was needed was to disallow hotlaps in which the driver was facing the wrong way in the buildup.

We also got this thing that was probably meant to use only in Scirocco, but ALL the cars got it in some way, even though it's virtually no way to prove someone is exploiting it - I'm talking about ABS. Originally a cool feature, but it quickly became apparent it disbalances XRG against XFG like hell, makes TBO racing flat (takes off the challenge of the wheels locking up and not wanting to turn into the corners as a result), and - unlike handbrake - the feature that should save you from problems becomes - just like handbrake - an advantage most useful when the car is purposefully set up for it.

I don't think we looked at some of those things in retrospect and assessed whether they were good for the game in the long run. Sure, any novelty is a good thing, but I believe another look at things is needed. It might be that for better to happen, good must stand aside. I don't see anyone complaining at the moment, but maybe we have a golden opportunity to start over when the new physics patch finally comes out. Maybe this is a non-issue for many, but I hope that both those who co-sign and those who don't speak up.
Ziomek21
S3 licensed
can you set up lfs remote for the next race?
Ziomek21
S3 licensed
Quote from nikopdr :you might know this already Tongue

I know, and I used the program for a large part of the previous decade, however it's just that visualization / mousewheel zoom interface and immediate display of car's angle on the track that looks inviting.

Hell, it could've been even better had it had just one G-forces graph plotting both drivers instead of two separate graphs, and maybe some more values that wsinda's tool can show, but it's got loads of potential.
Offline version of a LFSW Hotlap Analyzer tool?
Ziomek21
S3 licensed
I was wondering if there's a chance to release the downloadable version (as for LFS Remote) of the Hotlap Analyzer tool, but with a possibility of loading your own exported .raf file, so that you could analyze different cars, long-run hotlaps, laps on obsolete tracks etc. Some functions (sync especially) and the way of presenting/scrolling through the graphs/track map are far beyond the capabilities of older applications, but they have this one major advantage that allows loading any .raf from a given track.
Ziomek21
S3 licensed
Quote from Victor :You can get the hotlap log entries via the pub stat api.

Got a question. A long way back I had made a couple of hotlaps, which I removed later on - they show in log fine.

But it appears that the hotlaps removed from the system because of improvements in HLVC had their log entries removed with them. Not sure if it applies to all waves of cleanups, but certainly to the last one before patch 6M, and to the one eliminating wallriding as well.

Is there any other way of getting log info about those?
Last edited by Ziomek21, .
Hotlap upload log archives
Ziomek21
S3 licensed
Probably a question to Victor, rather than to the community in general.

Is the hotlap upload log (the list that pops up once you open 'Hotlaps' window @ LFSWorld) archived somewhere? At the moment all you can see are the last 150 entries, while I'm looking for info about hotlaps removed/overwritten because of track changes/HLVC improvements/ABS introduction.

Thanks for any help
Adjust mirror tilt by drag'n'drop
Ziomek21
S3 licensed
Seeing how LFS interface allows InSim application buttons to be moved around the screen, why not make mirrors adjustable directly from the cockpit during the race, without the need to accessing menus. Just click on the mirror you want to adjust and move it in the direction as if you used the lever.

I'm not sure if a 'drag'n'drop' is the right way to call it, but you get the picture
Ziomek21
S3 licensed
Any chances of improving the gravel traps somehow? The new Blackwood ones seem pretty flat and can be escaped from even with the BF1, and if you have a bit of a hard time driving out, mouse steering from left to right almost always gets you out there. You need an effective gravel trap in AS5 T1 to make endurance races interesting Smile
Ziomek21
S3 licensed
Not essentially, we're talking replays here. Of course it would have its limitations, as you could plough through everyone without a care in the world, but used with a bit of imagination it could be a fantastic training tool.

I'm also not convinced about the errors UM21 mentioned, as it's entirely possible to make someone's car invisible to collision physics.
Option to join the multiplayer replay race
Ziomek21
S3 licensed
Probably a ridiculous and technically impossible idea, got it while watching some races I was not able to attend.

The idea is to allow the player to leave the pits during replay viewing, so that one could get a taste of the race, react to situations which are not easy to reproduce online, race head to head with your early-career selves. User's car couldn't interact with the cars in the replay, but perhaps could get their tow, be exposed to the current wind conditions, etc.
Ziomek21
S3 licensed
Quote from dekojester :feel free to share your memories of NDR, some of your top NDR moments (best races, admin moments, broadcast moments, etc) in this thread.

My favourite:
https://youtu.be/FQc8bmuAvmE?t=1004
and then he wins the restarted race Omg omg omg
Last edited by Ziomek21, .
FGED GREDG RDFGDR GSFDG