The online racing simulator
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jaohard
S3 licensed
Off topic post:
Quote from tigerboyz :Managed to get a screenshot: http://img185.imageshack.us/img185/592/screen1ru7.jpg This sometimes happens after like 5-10 freezes, but not always. There's some black line going up from the back of the car and don't know what the white thing is. I ended up getting out of fullscreen and my car went back to normal, so couldn't get any other shots.

You could try
1) using memtest to test your ram (google for it)
2) download latest direct-x from M$ and re-install
3) drop down the acceleration on the gfx card and test it (found in display properties:settings:advanced:troubleshoot)
4) unplug certain peripherals like memcard readers etc.
5) etc.

ps. Can a moderator cleanup off topic posts more often, thanks.
jaohard
S3 licensed
Nice, FPS slowly getting better. I still have the white lines visible on the road in certain areas (if only they were grey ).

Any replays I have upto X36 gets an oos error after a short way into the replay, but everything since X39 seems fine. (normally single player with ai)

Now I just wish to use my quad cores to get more fps (core1 updates the cars physics and outputs to in/outsim packets, cores 2/3/4 use these packets of data to calculate the sounds/visuals/ai reactions etc.) - Sounds good in theory. I'm sure one of the best programmers in the world could get it working once he gets the time to work on it
jaohard
S3 licensed
Quote:
Originally Posted by detail
Before when I turned on AF with driver settings, in LFS and in RBR I saw these artefacts: dashes across roads. Now they are in LFS. I can't test if they were there in patch Y, but definitely they are here now, and I can't remove them at all: even with no AA/AF and minimal (most negative) mip bias, they are still there on the roads.

Same with me. Radeon 3850. I remember seeing this a month or so ago, so nothing to do with Y14. It looks like white lines where the road textures meet but only around mid view distance, very visual when road bias set to 0 and no AA/AF. I can't get rid of them by changing Z buffer/Catalyst AI/Mip Changes in Catalyst Control Centre etc.
It just feels like your coming around to the start grid around various corners. More noticeable on certain tracks like fern bay gold rev (first like six corners).
jaohard
S3 licensed
Thanks for the configurable AI plate names option, but both Player and AI plate names are shortened by changing colors within the text. Could this be set to say nine or ten actual characters displayed and not include the control characters?

BTW, if you change the AI plates, remember that loading a previously saved grid lineup will still contain the old plates and not the new ones. This got me thinking it was not working for a minute or two.
jaohard
S3 licensed
Thanks drift_apprentice. I can not see why people get sort of upset by some suggestions posted in these forums, or to slam people for using short hand, if it is readable that is.

Anyway, I understand the need for an arcade type selection as you have suggested. Because even though LFS is heading for a full simulation experience, the fact that the feel of the driving experience is so good, people will want this game to do everything (including myself), and that would include non simulation things. Why would people want to settle for an inferior game (sorry, simulation) to have the enjoyment/simulation level they are after (exactly, they wouldn't, they want LFS to do the lot).

I don't like all the changes that are made, but LFS is unrivaled as a whole, so I feel I must put up with it or make a suggestion, like having a manual instead of a sequential in a extreme road race car, ie XRR , or giving more car/road feedback to the G25's like netkar pro , and not rolling down a slight hill when in gear and not already moving .

As far as tyre temperatures (and I must admit that I do not know), I have heard that when drifting, the contact surface heats up more than the inner temperature, meaning that the tyre whilst still overheating would in fact cool down a bit quicker than normal due to the fact the tyre temperature as a whole has not risen considerably, but only the now thinner outer rubber has?
Also as mentioned, the fact that race tyres are designed for a higher heat tolerance, when not accelerating or causing stress on the tyre through cornering or braking, and not driving at speeds near the rating for the tyre, and only after none of those stresses are applied, it would in fact cool down by the air more than the friction on the road surface (lets say when coasting only at less than 70% of the rated speed, it starts to cool down a bit quicker, not withstanding strange camber angles etc.)

Again, I am no tyre expert, but do keep posts constructive people. A post that only flames or does not make people laugh will not help in the development of the best driving simulation ever made .

Awaiting the next test patch...
jaohard
S3 licensed
Great idea. If it could include a slider to mix between (camera/eye movement fixed to car) and (car movement only without camera movement) so one could get the perfect balance for ones own perception it would be just perfect.
Fern Bay Green - Start Lights
jaohard
S3 licensed
I noticed this a month or so back and did a quick search today to see if anyone else has said anything about it, but I couldn't find a mention.

Just go in and race Fern Bay Green (not reverse) and the starting lights are behind you. Without virtual start lights you have to wait for the lap time to display or watch the other cars get a head start. I just checked and grid position 14 is the best position in terms of seeing the lights.

I guess a few more lights on the pit straight walls around all starting grids wouldn't go astray.
jaohard
S3 licensed
During a downpour the difference would decrease until after the rain, then the marbles would slowly build up again (or quickly build up if all cars are on softs) - Also as mentioned, the difference should not be too severe, and should increase towards the end of a race.
jaohard
S3 licensed
Nice input to the long needed AI upgrade CodieMorgan.

Does AI go further than just the cars, and extend all around the circuit, to marshals and pit crew etc. Eg waved blue/yellow/black flags on the side of the circuit only for the cars intended. What about pit boards in the colours the drivers have chosen when it seems important to do so (like removing the jump start warning and letting you know on the pit board), or even a marker showing what pit bay you have been given when you joined the race event either by way of a person standing in the bay or a neon number/name flashing on top of the pit bays for the cars currently entering to pit.
What about the AI of the game itself, like loading controller setup based on if you move your steering wheel instead of just picking up your analog pad and moving the toggles! Yes, I know you probably think these are hard coded and are not classed as artificial intelligence, but they are basically the same thing.

Online/Offline: I rarely play online, because of the ping lag of mine/others, being mindful of crashing due to cars that jump about, so I prefer to enjoy a night racing without the pressure of destroying someone else's race. I'm not a bad driver, but I can't enjoy a race if I think I'm just stuffing up someone else's. I also play on my laptop away from any connections at times, and who just wants to hotlap all the time. So my point being that it may seem a bit too far to put so much effort into upgrading the AI to this extent, but I think LFS is all about driving, driving hard, online or not, in a purist form, without one thinking about things like "what the.. is the AI thinking", and if they are good enough they should become transparent, leaving the user to just drive with them and not around them. So there are probably more people out there that want the AI to push the bounds. I for one want LFS to become a tremendous experience no matter of online connection or not, and I'm sure Scawen will know what AI suggestions to implement and when with the input of the team.

So add all the ideas you can and the seemingly not so important ones could be implemented in the next AI upgrade after the next physics / graphics / sounds upgrade. Has Scawen's hair gone grey yet? ...
jaohard
S3 licensed
Check your game controller first. Go to the control panel in windows and then game controllers.
Check the properties for the controller in question. If there is a display showing your analog stick/s, check that they are moving like analog sticks (ie. not jumping to the sides only)
Recalibrate the game pad there if you are able to.

If all is ok, run LFS and do the following: (based on LFS S2 Alpha 0.5X)
Goto into options and select controls.
Select Axis/FF and move your analog sticks (if the bars shown on the right don't move smoothly here then I have no idea??? it must be a controller problem, not LFS I would suspect)
Choose recalibrate axis and twirl the analog stick/s around in circles. This will make sure you have the sticks calibrated in LFS.
If they do move smoothly, then these couple of tweaks will help smooth the car steering for pad use.
---
Set wheel turn to 90 degrees. This will slow down the wheel movement near the analog sticks centre.
Set wheel turn compensation to 1. This will also slow down the wheel movement near the analog sticks centre.
Select options/misc.
Set the analog steer smooth to something higher, like 0.80. This will stop the wheel from jumping side to side too quickly.

Now start a game and choose your car.
Choose your preferred setup, then select new setup to create a copy that you can edit (or just edit the one that is already there if you wish)

Under the steering settings, set the parallel steering to 0. This is yet another way to slow the steering near the analog sticks centre position.
You can also give the car less steering lock if you wish, but this affects the car, not just the input.

These tips should give you the finest control when using a game pad.
It can be difficult to use a pad if the wheel turn is set up high with the steer smooth set low and the wheel turn compensation set low, not to mention the parallel steer set high. The difference is night and day.

I hope this makes sense, and you get it working.
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