The online racing simulator
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Thanks!
RoadHazard
S2 licensed
Ah, good to know. I was putting the better drivers behind the newbies, so there were getting held up. That explains it.

On a related topic, it says elsewhere that the AI cars get better with practice. How much better? Will an OK-level driver with hours of experience get better than a Pro-level driver with no experience? Does a "Newbie" graduate to "Quick" with enough practice?

Finally, I've read elsewhere about running AI races overnight to build up the AI's experience. But since AI drivers can't pit for fuel, my AI races never last longer than 45-60 minutes -- nowhere near overnight. Am I missing something?
University of Kent?
RoadHazard
S2 licensed
Did one of the LFS developers attend University of Kent? I noticed the sign outside the big building in the "Autocross" track. My daughter went to University of Kent in Canterbury 2004-05.
Yeah, but...
RoadHazard
S2 licensed
Okay, that's what I thought. In fact, that's exactly what I do but then all the AI cars stick together as if they were all the same. I'm surprised that the 2 pros don't run away from the 2 newbies, for example.

That's why I wondered if maybe the only skill level that "sticks" is the last one you select before starting the race.
Mixing AI Skill Levels
RoadHazard
S2 licensed
Can you have AI drivers at different skill levels in the same race?

There are five skill levels for the AI drivers (newbie, novice, OK, etc). Does this skill level take effect when you add the AI driver or when you start the race?

In other words, is it possible to add 3 newbie AI drivers, 2 novice drivers, and 5 pro drivers -- or do they all become "Pro" drivers when I click Start Race?

It seems like the latter, because when I add a mixed group of drivers they all stick together in a pack instead of spreading out like I'd expect.
Ah-Ha...
RoadHazard
S2 licensed
Oops. Apparently this is a known bug. I just looked in the wrong forum before posting. Thanks anyway. The Logitech "Momo Racing Fix Center" patch fixed it right up. Life is good.

By the way, only this LFS forum seemed to know anything about it. None of the other support forums for my other racing games mentioned this fix. Major props to LFS!
Last edited by RoadHazard, .
Wheel Jumps Off-Center During Race
RoadHazard
S2 licensed
Not sure if this is an LFS bug, a Logitech bug, or just my ignorance...

My brand new Logitech Momo force feedback wheel suddenly moves itself off-center during races. It's pretty repeatable and usually happens about halfway down the back straight at Blackwood. I'm holding the real wheel perfectly still and the in-car wheel abruptly turns to the right a little bit. I have to turn the real wheel slightly to the left to compensate for the rest of the lap or sometimes for the rest of the race.

It moves about 10-15 degrees off-center, always in the same direction. It sometimes stays the way for the whole race and sometimes cures itself later in the lap, only to get off-center again on the next lap.

Since it seems to happen at about the same place on each track, I'm wondering if it's a track-related bug or something in the driver that doesn't like long straights (for example) or a certain kind of force feedback.

Any ideas?

(FWIW I'm running LFS S2, WinXP Pro, 2 GB RAM, Intel Core 2 Duo, ATI X1900 XT)
AI Setups and Strategy
RoadHazard
S2 licensed
Do the AI cars always use the default setup? In other words, can I always assume that I know exactly how much fuel the AI cars are carrying and what their suspension, tires, etc. are set to?

On a related topic, can I force the AI to make pit stops during a single-player race (me vs. the AI)? It seems like the only way to do this now is to make sure the race is longer than the default fuel load will support. For example, a FOX at Blackwood runs out of fuel after about 9 laps. Do I need to run 10-lap races to make the AI cars refuel?

Thanks!
Formula Ford
RoadHazard
S2 licensed
Add a Formula Ford or two. Something like a Swift DB-1, Van Diemen RF79, Gurney Eagle, Tiga, Crossle, whatever.
Visible Wheel Lockup
RoadHazard
S2 licensed
It would be nice if I could see my front tires lock up under heavy braking (on a formula car, obviously). As it is, I have to rely on the sound to know I've locked up the wheels. In real life, you can see your front tires stop rotating. A small change to the animation could probably accomplish this. Just my $0.02.
RoadHazard
S2 licensed
Try pressing the > key several times (really the "." key because you don't use Shift). Maybe your force feedback is working but it's just really weak?
AI Skins
RoadHazard
S2 licensed
How are skins assigned to the AI cars? It appears to be random, but is there a way to have, say, AI1 get a certain car skin, and AI2 get a different car skin, and so on?

Not a big deal, but I thought I'd ask.
RoadHazard
S2 licensed
Cool, thanks.

Now for Part II: Once in an online game, you can send and receive car setups from other online players. Clicking the green S takes someone else's setup. How do I send a setup?

Also, there are buttons to ban and kick other players but what are the W and T buttons for?
What do VSQMP Mean?
RoadHazard
S2 licensed
What do the code letters VSQM and P mean in the online game screen? I can't find a description of their meaning anywhere.
NooB question
RoadHazard
S2 licensed
Speaking of AI, what exactly does the "ai (L)" text mean when adding AI racers to a single-player race? That they're learners? Local? Other?

Also, is an AI racer's "expierence" from past races specific to the track and/or car they gained the experience in? In other words, if I let AI #1 run around Blackwood all night long, does he become an expert at Blackwood or a better driver overall at every track?

And finally, does training one AI driver train them all, or are they really 16 different AI experience profiles, one for each imaginary AI driver?
FGED GREDG RDFGDR GSFDG