The online racing simulator
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bobloblaw
S3 licensed
Here's a scenario I was unable to replicate in 7D: AI may stall at starting line. It seems to be related to the random reaction time mentioned earlier (it does not happen 100% of the time). The AI may be too aggressively trying to avoid collisions during the standing start.

This also could be related to the mod (but sub 500 hp with road_supers isn't exactly a rocket ship). I did not try it with other cars.
bobloblaw
S3 licensed
Are you using a comparable setup to a road going car? In LFS I used:

open differential
parallel steer 0%
+.1 rear toe in
no rear anti-roll bar

and could reverse in normally, as long as I kept the speed low enough.
bobloblaw
S3 licensed
Thanks for the updates. Especially the increased packets and prediction improvements.

Exploiting the handbrake was always possible using axis handbrake or a slow button control rate. So in a way, the adjustable handbrake power isn’t much different than allowing button control rate adjustments. It helps people who don’t have the hardware to appropriately simulate the controls of a car. I’m sure Scawen would have made the change if the issue was raised before, but I don’t think any developer would release another update back to back for anything but a game breaking bug.

As for hotlaps, hopefully they become increasingly irrelevant as the sim models more environment variables and/if the cars become more customizable.
bobloblaw
S3 licensed
I like the idea. It keeps everyone happy, adds the realism of calculated steering lock, and lets servers balance new classes in the official patch instead of trying to get a bunch of people to race on a test patch server.

The FZR tryes are super wide. It looks like the race spec 911 runs 347mm rears. The widest slick I could find was 353mm for the Viper ACR. This might be better left for the "next" patch, as it re-opens the problem of balancing.

I think whatever you propose, there will be people who don't like it, or ask for more. (Where are the 115 mm tyres for drag racing, lol).
bobloblaw
S3 licensed
No bugs to report, but I think allowing slicks on RAC/FZ5/LX6 would be nice. It would destroy records but servers could still limit to road tyres.
bobloblaw
S3 licensed
Quote from Scawen :A quick fix for the auto-repeat - I've enabled it again for all keys by default so it is as before. But it can be disabled on any particular function with a single line of code.

I know at least one function in the development version where I would disable it. But I haven't thought of any in the public version. Please do tell me if there is anywhere that auto-repeat can cause unexpected, confusing, annoying or otherwise bad issues, and I'll disable it on that key.

I’m not sure if this is caused by button-repeat or some issue with latency, but sometimes online I’ll accidentally hit the block messages key, and it quickly blocks and unblocks messages. But the server will only display the “blocked messages “ message. So I’ll hit it again to unblock messages and it displays that I blocked messages again. And finally a third time to unblock messages. So server output looks like:

Slow blocked messages
Slow blocked messages
Slow unblocked messages

Also, maybe the lights on/off button, but that’s more of a creative decision than a UI annoyance.
bobloblaw
S3 licensed
Wow, looks great! And it looks like it will sound great too. Congratulations on the progress.
bobloblaw
S3 licensed
Racing with high pings is possible, but it takes cooperation. In a competitive environment with fast cars, it would be a stretch to have racers from around the world on a EU server.

It can be downright impossible to pass a high ping player who is defending their position aggressively, even if you are a couple seconds faster per lap in open air.

I have gotten some complaints racing in events with a 120 ping, though dropped packets could have been the problem. Things like sudden sharp steering adjustments and sudden braking can cause problems. If a high ping player does not adjust their driving style, it can be annoying. But if they go the other way and take advantage of a high ping, it can be unfair and not fun.

I would restrict a league with substantial prizes to Europe only. But if the goal is just raising global awareness about LFS, just choose a slow car and make sure high ping players aren't dropping tons of packets.
bobloblaw
S3 licensed
Some useful capabilities have been added to OutSim that should interest you. It is only in a test patch right now, but will make the full game next update.

https://www.lfs.net/forum/thread/93701-Live-telemetry-data-in-test-patch-U9
bobloblaw
S3 licensed
LFSW name: bobloblaw
In-game name: slow
Full team name:
Nation: USA
bobloblaw
S3 licensed
I’m pretty sure LFS uses device ID as reported by the device to identify wheels, so it’s strange that you’re having that problem. I would take a long look at your config files, possibly back then up and start from scratch.

I would hold off on planning upgrades, as the system requirements will change with the next lighting update.

Have you ever considered running one or two motion platform rigs, possibly with VR? Lots of upfront costs but probably less headaches and more interest and $.
bobloblaw
S3 licensed
I’ve has some success migrating from a demo server to an S2 server when there are 6+ licensed racers playing.

MRC S2 and b2r s3 servers are a good place to try to get a crowd. Both have all cars enabled and user selectable tracks.

It would not hurt to try to post in this thread if you’re going to be playing somewhere for 1+ hrs. https://www.lfs.net/forum/post/1933446
bobloblaw
S3 licensed
Does anyone remember this? http://www.lfsforum.net/showthread.php?t=8930

There’s nothing stopping the admins of popular servers from sharing information about disruptive drivers. Also, with all of the info available through insim, an auto-moderator could be developed. Servers will have to switch to lapper eventually, so maybe we could start a lapper project with global safety ratings and ability ratings (among participating servers). CTRA with automated administration? Or at least semi automated.

As always, I don’t like asking the devs to implement changes when the community has the tools to do it themselves.

For what it’s worth, I’ve only once seen a crasher on an S2 server, and most demo servers have active admins. Demo gti servers seem to have the most disruptive drivers.
bobloblaw
S3 licensed
Quote from lucaf :Honestly the spectate from false start is very annoying feature when you have disabled midrace joining. In my opinion it should be in administrator's hand how the false start is handled. (For example sending to pitlane)

Just use insim to send to pits before the car moves 6m. That’s how most of the demo servers are set up.
bobloblaw
S3 licensed
Installed fine here, no error messages.
bobloblaw
S3 licensed
A simple solution for limiting to supported times of day could be to reverse time. So the sun would rise, set, then reverse set, reverse rise, rise, etc.. But it sounds like night mode is pretty far along. Looking forward to trying it, but now not expecting the update any time soon.
bobloblaw
S3 licensed
Quote from repeat83 :IMHO you don't know what about you talking. Online unlocker was updated very fast for RO track at LFSP

Nothing changed when RO was released. It probably took 5 minutes to update the crack. The “big update” will be a big difference.

https://www.lfs.net/forum/-1/search/user:scawen%20encryption%20
bobloblaw
S3 licensed
It is hard to imagine the mindset of someone who cracks a game and comes to the official forum to criticize the developers and community. You would think the cracked communities would try to stay under the radar. Thanks to their mental deficiencies, the next update will be hardened against crackers. I’m just left wondering how long the DDoS attack will last when the crackers feel slighted that they don’t get to enjoy the dev’s hard work.
bobloblaw
S3 licensed
I love a good speculation thread.

Early-Mid 2019: graphics update, tyre physics, a couple new cars + one track

April 1st 2019: Demo tracks are changed to Blackwood reverse configurations

Late 2019: car model updates, multi-thread support for 90hz/100hz fix

2020: Dynamic track conditions, weather, lighting

This is all assuming the player base/sales grow after the first update Thumbs up
bobloblaw
S3 licensed
Quote from Alex High REVS :Not dead,just...forgot,I guess.And plus I have a potato PC so I'm not spending anything,maybe in the future...OH,and lucaf I'm 18 years old and I'm spending my money on something moore important than games and other crap.

>Spends time making annoying posts in forum
>Spends time driving 10,000+ miles in demo cruise servers
>Spends money on more important things

Oh look, another user who wants the system requirements of 2008, but with continuous development, and, surprise, doesn't plan on ever buying the game.


/off topic
bobloblaw
S3 licensed
In driver options: 'auto clutch' has a different setting depending if you are in a sequential or h shifter car. Ex: you can turn it on while in an xrg and it will still be off when you get in FBM.
bobloblaw
S3 licensed
Scawen mentioned testing bikes in LFS- and added driver ejection (for upcoming kart). I think there's a very good chance we'll see a bike in S3.
bobloblaw
S3 licensed
Quote from Bila_KHS :...and much more, but this one is most urgent not only for me propably Wink

Dear developer,

Please postpone important updates that will grow the playerbase to work on these race management features. I know that you created insim so that the community could implement features like this. And I know you almost always add capabilities to insim when an active developer requests them, but personally I think these features should be native to the game, because asseta corsa.

Please do the needful,
-Confused
bobloblaw
S3 licensed
Wishlist and not a bug: In edit mode, Ctrl+right click currently has the same behavior as a normal left click. Would it be possible/simple to add the ability to select a group of objects by drawing a rectangle around them, like many editors?

I think physical cut/copy/paste buttons could be helpful. Ctrl+C after copying to re-select objects is a nice feature that may go unnoticed. If buttons are added, the [copy] button could say [re-select] when applicable.
Last edited by bobloblaw, .
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