The online racing simulator
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KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
Hello,
From Johnners's OutSimPack format.txt file, I deduce that OSWheels[0] = Left rear, OSWheels[1] = Right rear, OSWheels[2] = Left Front etc.
Is it correct ?
(sorry if I missed the information elsewhere ...)
bowst
S3 licensed
Quote from Van Sterberkt :Thanks for uploading @bowst. I've attached another config file, can you try this? Simply replace your config.edn file with the one in the attached zip.

This new config file works for me, Thanks. But a new problem occurs ...

When i type "!career road" command, it only return with "Unknown career, try:". I can't join any races with any car at all.
Xenix74
S3 licensed
Honestly, dear people .... the streets in Turkey are full, full of real cars! Turkey is not that poor to buy a simulation that has been worked on with passion for 20 years. There are also poor people in Germany, England and France ... they only buy Assetto for 5 euros in the sale. All of this casts a bad shadow over Turkey. I also come from there and know enough people who can afford a lot through work.

Also a game. Shrug
Ped7g
S3 licensed
The Steam has been considered by the team already.
There are legal issues why it is *NOT* easy for LFS team to sell on steam, and it would require quite a big change in their legal status to sell on steam IIRC.

The pricing already is regional (as a result of discussion similar to this, before the whole world had the same price as UK, so the Turkish players have long-term -50% sale on LFS, at least for last few years - before they had to pay full 100% price).

If you don't like current status, any polite and respectful feedback on this forum is surely welcome, I bet the LFS team does overview these posts and keeps re-considering their decisions all the time and looking for the optimal way to sell their game. (but also consider they don't find steam attractive-enough for *many years* ... and I haven't noticed any signs there's some change in the air right now, so I guess you may want to have "plan B" and start saving every month for a game)

EDITED: ... I always manage to omit those "NOT"s... dang.

EDIT2: (BTW I personally did drive hundreds of hours in the demo, not capable to buy S2 license back at the time.... and I bought the S2 and later S3 at times, when I actually can't even play LFS any more, as I lately don't have HW and SW suitable for windows PC games ... but I still enjoyed the demo of LFS so much, that I find that reward to the team completely earned, and well priced)
Last edited by Ped7g, .
Flotch
S3 licensed
tire physics not (yet) updated ...
Lev61
Demo licensed
Тут всего то нужно...Чтобы была возможность вернуть 720 градусов...Либо чтобы игру вернули на 720 градусов оборотов руля (от упора до упора)
avetere
S3 licensed
Howdie!
Long time no see Wink

Here comes an update for support of new mpr version in 0.6V.
Also, I finally found the bug regarding FE6 ... it's now dealt with Wink
Please enjoy:
mpRes V2.08 to V2.10
RamosWRC
S3 licensed
Quote from ahromenko :Interesting how you gonna drift with 29º Big grin I dont think its a big problem to add some slider in options, where user can ajust ingame steering wheel turn to our taste.

Friend, and tried to configure from the logitech profiler, as in the game itself and I can't get it to go as I had it configured, and the only "solution" is that ...
Flotch
S3 licensed
Quote from Viperakecske :Yes Flotch,but hey maybe one day they will release everythig together
But no info at all,still no fern bay pictures,i guess south city is not done yet

South City is Eric's baby, he wants it to be perfect Cool . According to the reports, he may have spent a year and a half on it (according to https://www.lfs.net/report-dec2019-so : since July 2019), maybe "not only" let's suppose, but frankly he has spent a lots of time on it. From the snapshots, it is clearly a great added-value for S1 licence ... If he spends third or half the time on Fernbay, it can do serious magic on it (assuming the quatity of off-roads things is a lot less than South City) ... Kepp faith Omg omg omg , I am sure Eric is willing to spend some times on the two new unrevealed tracks for S3 after the graphical update is released, and get back to cars Uhmm

edit : @Eric, if you want to surprise us on Fernbay by adding a dirt/gravel/sand Oval with some outfield track of the same, do not hesitate Thumbs up
Last edited by Flotch, .
Flotch
S3 licensed
Quote from Viperakecske :When new tire physics?+bad steering animation

the graphical update seems quite advanced. Let's suppose Eric is on Fernbay (latest track to be heavily updated), and when it is ready, I do no think Scawen will want to postpone its release (that may occur with tire physics update). But to answer your question "when" : when it is ready ... obviously no date to be announced Petals
Flotch
S3 licensed
Quote from ELDemon :I believe the use of handbrake he is talking about is in terms of racing often they spam the handbrake to get better traction into the corner, old bl1 methods.

if it is so, it is used a lot, but this is due to some the flaws in the current physics ... and indeed you are quicker when using it in lots of corners.
Anyway, someone willing to "cheat" with this can always find a way to simulate an axis through a macro and to not reach 100% ... no need for adjustable handbrake anymore ...
Flotch
S3 licensed
what is the issue with setting the strength of the handbrake ? have you ever use a handbrake in real ? the force applied on rear brakes is linked to the amount of strength you put in it ... lowering the force in LFS would simply mean you are just not using the axis at its maximum angle.
Correct me if I am wrong, but each people complaining about setting the strength of it is using a button, am I wrong ? ... even if in modern car it is common to see a button, the idea behind is to simulate a real handbrake, not a fingerbrake Tongue . So what is the deal with setting the force ?
Flotch
S3 licensed
Botswanan Salama : go and beat the noobs exploiting the physics to take back your WR
Anyway, those oval laps flat out with the hardest tire compounds possible with max pressure and no downforce are ... not very appealing for sure ...
Flotch
S3 licensed
Indeed : running Assetto Corsa before make the wheel to appear completely deactivated in LFS then. The workaround is as said by CrazyBrit to simply run to the calibration of logitech : press a button or a pedal, and when detected, everything will work fine in LFS ...
Clearly weird ... @Scawen : I think you have a G27, and I suspect you may have bought AC to test it => do you experience the same ?
Flotch
S3 licensed
Quote from farcar :I thought Rockingham (the only real life circuit in LFS) is laser scanned.

it was an opportunity given by the track to have a simulation running in their office ... so for free in the end
This could happen but usually the companies willing to laserscan a track are paying to rent the track + paying for the laserscan company + paying a fee to the track ... it may be expensive.
I remember Kunos team talking about Le Mans track and saying : no way, too expensive
cargame.nl
S3 licensed
Quote from Scawen :Thanks for the testing! Thumbs up

Hmm OK.. I finally would like to know where this appalling lighting (?) is coming from because every time I get confronted with LFS this disturbance also shows up reminding me to stay away from LFS.. Its especially being seen on the track decorations but also on the road surface



what setting do I need to change? It alrready shows up when I am standing still and turning the steering wheel.

This only happens @LFS ... When I am for example moving/looking around @CS.GO everything is fine.
Last edited by cargame.nl, .
Flotch
S3 licensed
the small GTR of the video are having engines producing ~600hp with a weight of about 1200kg ... so it should match the FXR which is having almost 500hp and almost 1200kg
Flotch
S3 licensed
A note about rallycross tires (on FXR for instance) : it seems IRL the tires are not that wide at all (like 245mm wide) ... with U23, this is the minimum size ...

Maybe with the new tire physics, wider tires will perform less on gravel and the stuff will normalize, but otherwise, considering less width for Rx tires may be the way to go ... Shrug
KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
Thank you for the answer Scawen !
It's too long time since I did C or assembler so it took me a long time to understand...
Then I saw the subtlety of converting a 4-byte unsigned integer to 2-byte unsigned integer (which crashes in a lot of languages but keeps the low weight bytes in C).
Thanks, I just have to code now ...
Flashing lights / Strobe
LOXISLOXIS
S3 licensed
Hi

I wanted to ask if add some emergency flashers that can be equipped for medical policemen and ...

Since there are already sirens in LFS why not insert the flashing lights?
This could be an advantage for Cruise servers.

That's all!
KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
Hello,
Sorry to resume this very old post but i have the exact same problem and don't see a reply in the forum.
I am getting the ISP_CON packets but cannot determine when the contact happened. I don't see a packet indicating a time reset and can't stop the game (replay I guess ...) as indicated in the insim.txt doc to perform a reset.
Is there a trick or is there a type issue (word) for this info (Time)?
Flotch
S3 licensed
@Scawen, while you are at it, what about allowing to reduce the rim size (assuming it may only lead to slower the laptimes)... I remember a tool allowing to change this, and maybe even changing their look, but that is another job of course.
chucknorris
S3 licensed
Since you're in mood for protocol changes, may I request a small addition:
I'd like the idea of knowing how many people are spectating a certain player Smile

Right now, the ViewPLID is only part of the IS_STA packet which is pointless on dedicate hosts since nobody is watching on the server. However, the clients already report their camera parameters with the IS_CCH packet upwards to the server, so it would only take an additional byte to also report the plid of the car they're currently viewing.


struct IS_STA // STAte
{
...
byte ViewPLID; // Unique ID of viewed player (0 = none)
...
}


struct IS_CCH // Camera CHange
{
byte Size; // 8
byte Type; // ISP_CCH
byte ReqI; // 0
byte PLID; // player's unique id

byte Camera; // view identifier (see below)
byte Sp1; <<< add ViewPLID here *********************
byte Sp2;
byte Sp3;
};

DGontarz
S3 licensed
Replacing the suspension/engines will be fun for cruise servers ... I mean to add alternative versions of all cars, where you can choose the version of the suspension between a double wishbone and McPherson, etc ... change the engine capacity or the number of cylinders
Driving informations from all player
KingOfIce
S3 licensed
Online at :
LFSFrance.org #1
Hello insim specialist!
Here is my question: how can I get driving informations for all the players of a replay? (Example: time spent on full throttle for each player during a race).
This information appears to be available only in OutGauge. but Outgauge concerns only the pilot observed in the replay. Do I have to run a replay for each player !? (long but doable by insim, except I don't see how to change the speed of replay via insim ...).
Is it the only way to go or am I doing it wrong?
Last edited by KingOfIce, .
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