The online racing simulator
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Random disconnects problem
Atalan
S3 licensed
Hi,

very frustrating, but LFS, in its current version, drops me out of the race every now and then ("Connection to server lost" or so). Sometimes I can finish a 2 hour race without problems, but every third race or so it happens. Needless to say that with that behavior of the game, it is no fun to continue online racing in leagues.

I spent some time to debug the problem (since I dont read much of this in the forums). My internet connection is rock stable in other games, and also was stable while the disconnects happened (I wasnt booted out of teamspeak). I dont use WLAN, and tried with 3 different network adapters.

In the past (read:last year) LFS was very stable for me, too. So either some network changes of my provider happened, or its has something to do with changes to the games network code. With the german telecom being my provider, and no problems in other games, an unlucky combination might also be involved.

My OS is Windows 2000, no firewalls on the PC, Router is a Fritz Box 7170, also a very popular choice.

If there is anything I could try I would be really happy to know. Otherwise, my suggestion would be that the netcode is made a bit more stable in one of the next releases.

Thanks,

Atalan
Positional Sound of other cars
Atalan
S3 licensed
While I am a very very happy LFS S2 driver, and think graphics are adequate for a simulation racer, what from time to time bothers me is the limitation to plain stereo sound.

That is, we happy LFS drivers can only hear if a tyre to the left or right is whining, but not if its the front or the rear tyre. Even worse, we can only get a very very rough idea where an opponent is from their engine sound, but to know where he is exactly we have to turn and look - sometimes you do not like to do on a twisty track.

So my suggestion would be to add positional sound to LFS - allowing us to hear if another driver is more behind, or beside, or in front of us, or which tyre exactly is overloaded. Since most shooters and a lot of benchmark programs (e.g. Rightmark 3DSound test)support this by using the DirectSound3D API, I suspect it should not be far too complicated for the skilled LFS programmers.

Atalan
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