The online racing simulator
Quote from Scawen :Yes, it's all with the 1000 Hz physics and multithreading which seems stable and...

I am glad!I was a bit worried when you reported it not very stable but now I am sure you have a solid foundation! Keep up the good work!
#52 - Eric
Quote from three_jump :Definatly looks nice, looking forward to it.

Out of curiosity: Will all tracks feature full trackside illumination? For example Aston could look cool with only partial lights, while some sections remain dark (similar to SPA or Nordschleife).

Scawen has requested partial floodlight areas for Aston, as well. Smile I'll fix that in my next Aston update.
Kind of a dumb question but I noticed AIs have names in Eric's video, is this going to be in the final version?
Quote from fastranker1 :Kind of a dumb question but I noticed AIs have names in Eric's video, is this...

Nah, you have always been able to name AIs at Options -> Game

Eric just happened to name his AI-drivers like that. He also had AI 22 and AI 24 in those videos. Those AIs used the default AI name
How long are the nights ?
If sun position is computed correctly, does it mean that we have seasons, where the lenght of day change with latitude ?

Then do track have specific latitudes ? like fern bay near equator and 12h nights all year, and kyoto 45° north and 6h to 18h nights depending on season
Yes, it does take the date and latitude into account:

Quote from Scawen :- In a test version of Live for Speed I can set date and time and the sun direction is calculated from that info, along with the latitude of the track.

Quote from Progress report dec 2024 :It has a lighting system that positions the sun according to the date, time and geographical location.

Maybe it has been obvious and I didn't think of it/didn't see it

· Do the headlights in cars share the same behaviour as the track lights where they fade-in during the transition to night or are they always on just not that noticeable during the day?. If so, does this apply to the AI only or does it also apply to the player's car?

· If a player pressed 3 to turn them off, would they turn off or just be forced on?
I certainly hope that turning the headlights off during the night will disable the "physical" lights, not just the textures, otherwise things will look very weird. Your first question is interesting though, as it wouldn't be so surprising that lights are "optimized out" during day time; however, I think that would be a mistake in some situations, e.g. going through a tunnel/underpass (KY3, South City) or just into the shadows of buildings in South City in some lighting conditions. There are also more tunnel-like driveable areas in the updated Kyoto and South City.

Another concern I have regarding headlights is how far they can illuminate: I believe AI turns on the high/full beam at night, and well, that doesn't really look like high beam lights to me, but rather low beam. Regulations may vary for each country, but high beams should typically illuminate at least around 100m, while low beams are around 30m (at least that's what regulations say in France). In the videos, it looks like the lights barely reach 30m, let alone 100, which might make racing even more difficult than it should already be at night.

And on a related note: mods - I assume all vehicles will have either one or two "physical" lights, but will we be able to set their position (and orientation) manually? I imagine beam asymmetry is not too much of a concern and doesn't really need to be accounted for.

EDIT: To be fair, even from real life aerial views at the likes of Spa 24h or Nurburgring 24h, the visible illuminated spot on the road in front of the car doesn't reach that far either, but still a bit more than what we can see here. However, in the attached screenshot, the yellow car at the front doesn't appear to be illuminated by the white car's lights at all, when they look like they should be around 25m apart.
Attached images
headlights.jpg
Quote from Flame CZE :Yes, it does take the date and latitude into account:

Therefore we will be able to triangulate the exact position of fictitious tracks 😁

Edit: I can't wait to go to Fern Bay and have my Cocopine on the beach!
I hope Fern Bay has no lights, would be amazing at night.
Perhaps a feature to disable the track lightning?
Quote from Pukyy :Perhaps a feature to disable the track lightning?

This seems wildly unsafe! Big grin
Quote from gu3st :This seems wildly unsafe! Big grin

Controlling it sectionwise via insim (or similar) could be a nice thing though. Considering the usage of layouts, you'd probably be able to help the driver a bit. I mean tracks like Bahrain offer multiple layouts, not all are illuminated when using a specific layout.
I think this has been asked a few times on Discord and here on LFS Forum. About the dynamic lightning: what are your current plans in regards of implementing this into demo content?

Is the same dynamic lightning system still planned, if not already being currently developed, in there as well or will that demo content still have those usual 2-4 static daytime settings? Or does that version have that dynamic lightning as well, but with more limited options (for example, there are less time multipliers available)?

After all, demo is meant to be demonstration of LFS
Lightning storms illustrated to have some occasional lighting.

FGED GREDG RDFGDR GSFDG