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RTFR and RTFR XL 2022 main info - WCL sponsorship and Sim Broadcasts livestream
Eclipsed
S3 licensed


Hello,racers!

After 3 years of successful sponsorship,team World Class Lions are willing to keep their support and offers money prizes for RTFR and RTFR XL also in year 2022! There will be few minor changes,but generally speaking things won't change much - best drivers will receive nice bonuses for their efforts. Full details can be found in Sponsorship document.

For season standings the same points system will be used as in the evergoing rating system - for full details hower mousepointer over rating sheet's green colored title bar,here are the links to both spreadsheets: RTFR and RTFR XL.



Now about the changes:

* Division in 2 seasons in RTFR - the shorter event will now have two 10-round seasons in 2022,first will start with 1st event of the year and after summer break the 2nd season will start on 16th august and last until the december. Each season will have it's own standings and winners. The RTFR races between these 2 seasons will count as non-championship - just like in old times,we'll be racing just for fun and overall achievements.

* Best 10 of 12 rounds count towards RTFR XL - the longer event is focused on endurance and therefor will last whole year,but there is a releaf for those being out on vacation at some point as only best 10 points scores will count to season total,just like in 1st year of sponsored championship.

* Removal of teams championship in RTFR - last season had a new awards list for best teams which unfortunatelly wasn't a very intriguing one. Not that we want to complain about someone,but the competition for table lead in this championship was rather non-existant with domination of a single team,while remaining teams were spreading out and had very few positions changes through the whole season.

* Points system update for RTFR - generally the system won't change,only the amount of points and also count of multiple points scorers will be increased as during the previous season there were way too many 1-point earners. Previous system awarded 1st place with 10 points,2nd with 9 points ... 9th with 2 points and 10th and below with 1 point (extra point for each position with every 3 drivers more starting). Now the amount will be increased to 20 points for 1st place,19 for 2nd ... 2 for 19th place and 1 for 20th and below,while keeping the extra points system also alive - 23 race starters will mean 21 points for winner etc. Qualifying and fastest lap points will not be changed,therefor will have a bit smaller effect on totals. RTFR XL points system will not change as it has it's own attendance change adaption system.

* Mods will also be raced in RTFR - with the latest patch we will also follow the flow and include user created cars in our races,mixing slowly in the list of already well used LFS standard cars. A spreadsheet "RGE approved mods" has been created to keep track of cars that can be used in our events. With time more mods will be tested and more of them will receive green light and full approval and if some modders will try to make fools out of us - they'll will be banned from our events. Currently we'll mix mods in to be featured in every 2nd to 4th normal RTFR.

* Mods can be selected for racing in RTFR XL - besides the winner's glory,the XL version has always given the winner the chance to decide combination for next race. From now on also mods will be available for selection,but they will also have to yield to same selection rules (used car cannot be selected in next 4 races and the class - in next 2 races),while mods in general cannot be selected in 2 following races. The spreadsheet "RGE approved mods" has already listed all mods that from first glance are acceptable and all have received class rating to make clear what's not available if a class is locked out.


The RTFR season will start on 4th january and will keep the usual semi-weekly schedule for 26 total events (middle 6 - non-championship),while 1st RTFR XL of this year will take place on 25th january and happen every 4 weeks except there will be 6 weeks break between november and december races. Both events have been entered into lfs.net racing calendar,where the combos will be updated as soon as possible - the combo for first RTFR will be posted this sunday,while the combo for first RTFR XL has yet to be subbmitted (at time of this post) by the winner of previous race. Info about each event will be posted in this forum subsection as it was always done previously in the information threads.



In the 2021 Sim Broadcasts streamed RTFR and RTFR XL races with full commentary and boosted the attendance to full servers with their promotion. This year won't be much different - the team has agreed to livestream the "championship" races at their availability and keep the promotion of this event alive. As before the livestream will focus on the action during the race,starting their broadcast before it with their pre-race information.

Additionally you can visit SimBroadcasts.tv for their full streaming schedule and contact,or their lfs.net forum thread for local updates.
Last edited by Eclipsed, . Reason : Thread name update
xspeedasx
S3 licensed
Quote from Bass-Driver :but somehow it give me an error. i also removed 'await'

The 'await' operator can only be used within an async method. Consider marking this method with the 'async' modifier and changing its return type to 'Task'.

with await removed:

'Task<List<LFSRestAPI.ModCarEntry>>' does not contain a definition for 'Count' and no extension method 'Count' accepting a first argument of type 'Task<List<LFSRestAPI.ModCarEntry>>' could be found (are you missing a using directive or an assembly reference?)

but which assembly??

async methods have a return type of Task (that means that the method is not yet processed and code was not run inside it) to run it you have to start and wait for the Task to finish. There's a specific keyword for that: await. But it can only be used if the method ytou're calling it from is also marked as async.
Since your code is not async:
public void getmoddedcarinfo

There's a method for that: .Wait() that halts the caller thread until the task is completed.

So in your case - first you have a Task after calling the GetModdedCars

var listTask = LFSRestAPI.GetModdedCars(newCfg.varsLapper.RestAPIClientID, newCfg.varsLapper.RestAPIClientSecret);

now the variable listTask is of type Task<List<ModCarEntry>>.
next you have to start and wait for listTask to finish:

var list = listTask.Wait();

By doing so it returns (sets it to list variable) the underlying List<ModCarEntry>

only then you can use .Count on the list.

so to put it to a single line:

var cnt = LFSRestAPI.GetModdedCars(...).Wait().Count

hope that clears it up somewhat
Lukas Jancik
S3 licensed
Just a little tune up Smile- 290 hp of two stroke power and slick tyres (engine specs & power curve are real - custom made V4 two stroke engine, 1500 cc / 11 000 RPM / 290 hp / 5 speed sequential,... of course, engine was not fitted in trabant, but prototype car, 18 years ago)
Tomfuel
S3 licensed
Some mods would keep in mind LFS is "The Online Racing Simulator" too ...
Papator
S3 licensed
THANKS IN ADVANCE GUNN
exporting the wireframes is not my competence, so in the meantime, I will work on a black mask that can keep the colors for the 2 versions of RB4 without spilling out ... and extend the colors of my old skins so that they work with the old and the new version of the software
Tomfuel
S3 licensed
Please Help ! since my V3 yesterday https://www.lfs.net/forum/thre ... 1920%27-Racing-car/page/3

my mod is "unknown on this host" Frown
it appear on the list, it can be selected
i also try on my server wich allow this mod, same unknown message ...

what is wrong ? how to solve that please ?

EDIT : i find an answer on this post : https://www.lfs.net/forum/thre ... -7A---Mods-Support/page/5
Last edited by Tomfuel, .
Flotch
S3 licensed
@Scawen : in the "installed mods" menu, it is a bit difficult to find out a particular mod => would it be possible to have the same kind of menu like the "browse" menu ? or at least having a thumb in front to diagnose quickly what kind of vehicle it is about ?
If I am not clear I can take some snapshots ...
Flotch
S3 licensed
exactly, people playing demo or cracked version for years claiming they can't afford the game ... doesn't seem so serious !
avetere
S3 licensed
Hi there!

I'll give it a try. However, the changes that have been made in this version are quite substantial. As far as I've seen until now, basically the whole thing (and I literally mean every single packet apart from the file header) needs a revision. At this stage it probably does not really make much sense, to create some Frankenstein monster, but to bring the whole thing onto a new code base.
Anyway (and even if I decide to try a "quick and dirty adaption"), this time I will need some more time as usual, as I need to evaluate all the changes and then to incorporate them ... and time is fleeting ...

If, however, someone could help out with a few representative replays, I'd be thankful.
Ideally, I would also get hold of a few that contain changes of server rules, player infos (nicknames, player flags (e.g. controls) etc ...) disconnects, server leaves, re-joins and/or takeovers (although I'm thinking of reducing takeover support for the moment ...)
Flotch
S3 licensed
I understand the point raidho36, but if the price of a computer is the same everywhere, it would be like asking for O&G companies to lower the prices at the gas station because the life is expensive as is the price of the car you are driving ... not reasonnable.
As soon as you can afford a computer to run videogames, a wheel, the electricity to make it run, but telling that the price of an 18£ game is too much for what it is makes it difficult to believe.
Flotch
S3 licensed
do Intel and AMD lower their cpu prices in Turkey ? Is there some special discount from Nvidia and AMD to sell their graphic boards overthere ?

Looks like arguing that Ferrari or Tesla shall reduce the cost of their vehicles by 80-90% because when in some countries around the world people there cannot afford an F12 at 400k€ or a Model S at 100k€ ... The production cost remain the same for the company ... and in the end if no-one has the money to buy it, just do not sell the thing there ... I think the devs already made a great gesture by reducing by 50% the price of their software in some part of the world, and as usual, for some it is never enough !

Yes, everyone knows the argument that selling something very cheap will increase the number of sales. Give it for free, you will have even more consumers ... of course ... Why not paying them to use your product ? it will bring even more people Big grin . Keep in mind as Scawen is saying, that here you are having very few people involved in keeping the product alive, the project is not ended and their aim is not to just sell more licences without having anything to do anymore with the product.
The great AC from Knuos is a good example : it can be found very cheap nowadays, but the counterpart is you have to deal with the actual content whatever the bugs there are inside, and nothing more forever from the dev team ... but, is it serious to compare the sales of LFS and AC ?
New Templates for New RB4
Papator
S3 licensed
Wave hello Master Skinners
in version 0.7 of LFS, the RB4 has been redesigned.
the consequence is that all the skins of RB4 which used or emphasized the elements of the bodywork have to be redone, or to be updated.
in the game's data / skins_dds, we can find the new default skin and transform it into jpg or png 2048x2048 to shade the new skins ....
but for a precise job, and to paint "without spilling over" the redesigned bodywork elements, in different colors, new "wireframe" are essential.
Looking
I manage with Photoshop to skin correctly, but I am unable to do it without a wireframe ...
Shrug help wanted Heart
Tomfuel
S3 licensed
Oooh .. I am turning mad about this autoskin Looking
Ok, it was easy to find the grey buttons in page mode, but i doesn’t succeed to find the steps before !

I try to create new page ...
rename it with the “id_default” name ..
set as “skin” ..
try to draw a new map in 2d views..
have a message “… copying in clipboard” at a moment, so go to photoshop to paste ..Looking

nothing works ! I just obtain a white 2048 square !! Face -> palm
I also trying to select triangles but it deselect when return in “page mode”

I also try to analyse how LFS cars are made, but the texture skin already exist ..Confused

please, help me with a step by step from the beginning
really step by step please Wink
LA1X Large Circle (basic layout)
sinanju
S3 licensed
Just wanted to see largest circle I could make, and to test motorbikes ...

... so don't expect too much!

Anticlockwise approx 1,300 meters in diameter, which is just over 4km / 2.5 mile lap.



Is it just because I use keyboard, but I can't get bikes to lean too far.

Even with this circle, couldn't do much more than 60mph without hitting sides of outside armco barrier.

Edit
-----
Somehow, my layout (that I did attach) has disappeared.

Attached it again.

Also attached same layout, but reverse configuration. For those that prefer going in a clockwise direction.

Included markers on both layouts to show where splits are located.
Last edited by sinanju, .
Tomfuel
S3 licensed
Quote from Scawen :Have they been set to "Concealed wheels" in the "Wheel Object" section of the vehicle editor? It is an optimisation to avoid rendering the wheels every frame for cars where you are inside the cockpit.

oh ok ! i see, i will try to fix it ! thanks Smile


Quote from Scawen :The same applies to 'mudguard' or 'brake' subobjects.

good tip for the mudguard ! i will try it in this way

i do not succeed to attach correctly drums like "brake" cause it always merge/clash with wheel rim and eat the wires ... Frown
I have a question on the fbm regarding mods!
lautaeze
No longer welcome
Well, thanks for reading if anyone knows ... I wanted to make a mod with the fbm but the car does not jump to select in the modeler program. at least 2 cars do not come out fbm and f1
Vladimir_nose
S3 licensed
Quote from GT4_PL :wtf mod! Pls no

There seems to be a competition somewhere who will create a dumber vehicle for LFS ...
Tomfuel
S3 licensed
tyres are the main strategy on enduro (and races in general), please, don't make them indestructible ...
Flotch
S3 licensed
anyway, this is not surprising : to have a good acceleration, as much as you can, you need power (or "powerband", "mean power"...), so you better be able to reach RPM higher than just the "max power RPM". For instance, the stratos engine is supposed to give its max power at 7000 (but you can suppose it is a classic small lie quite common in rallying : remember the 2000's car having "300hp" but able to get sub 4s to the 0-100kmph with more than 1200kg, while in real they were having at least 300hp between 2000 and 7500 rpm), so the real peak power is probably higher with some more hp, and you have a gearbox doing some classic 1500RPM drop between gears when hitting +8000rpm, leaving the engine running around the peak power RPM to maximize the acceleration.
Having cars hitting the peak power at the redline is not so efficient regarding this (NB : this does not mean Ferrari road cars are not accelerating quickly Tongue ), this seems then normal for a rally car to have a redline higher by a consequent margin than the peak power.
nikopdr
S3 licensed
Quote from Gutholz :I do not have Photoshop and opened the file with Irfanview.
Are the roof and sideview meant to overlap like this? Or maybe it is my software?

im guessing the part overlapping behind the side view is not mapped there but it wasn't also erased, guess we will see once this is released, looks cool Tongue

Quote from superlame :You need Photoshop to open it properly

... Big grin
Tomfuel
S3 licensed
Yes! it works when i launch a server from my local, but "options" button does not appear on our servers hosted ...
(see my picture)
so admins cannot reach the screen you shown in your message
and at day race, before the start, admins launch command in blind conditions .. without any way to control if settings are correct

what is wrong we done ? Confused
Lɪᴠᴇ ғᴏʀ sᴘᴇᴇᴅ ᴅʀᴀɢ ᴄᴏᴍᴍᴜɴɪᴛʏ
Siebert_09
S2 licensed
Hello, I invite you all to a new live for speed DRAG community. It is created in order to bring together all the dragers in the game and be able to help each other ... even with setups or tips to take into account when running or putting together a new setup.

Link: https://discord.gg/pMHmbR5VcB
Sinanju driving City Van 2500 round The Loop Layout
sinanju
S3 licensed
Short video of me driving the City Van 2500 (by chucknorris) around a new layout, I unimaginatively called 'The Loop'.



Was originally going to make truncated oval type track on the layout square, but thought I'd put in a chicane, and then made further few changes.



Track length is 1.6 miles / 2.7 km.



EDIT: For sense of scale ...

Last edited by sinanju, .
teeembo
S3 licensed
Quote from Scawen :... it makes a pretty big difference ...

My concern is that it seems to make the loudness on the power closer to loudness on the over run (once I've compensated with the volume knob), which is less realistic ...

Its a bug bear of mine in race sims that the loudness doesn't vary enough. I know this is difficult to achieve but LFS has always been always quite good. Obviously IRL engines are quieter when not burning fuel and race engines massively so Smile.

I've long thought that loudness should be more closely linked to power and maybe torque (via some clever maths) but I suppose that's another discussion.
FGED GREDG RDFGDR GSFDG