The online racing simulator
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Flame CZE
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Quote from Scawen :So we are left with, what problems could arise? The only issue I see is that someone could load a mod in our editor and export the plain grey model, which might be a breach of someone's "no derivatives" license. The proposed export function just makes it easier to get a 3D model out from an LFS mod, to be used somewhere else. It doesn't really allow anything that wasn't possible anyway, just makes it easier.

This will also make it easier to get access to 3D models that were purchased from 3D asset websites like (Sketch)fab or CGTrader.
Flame CZE
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I have moved the off-topic mod usage discussion: https://www.lfs.net/forum/thread/111116
Flame CZE
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Motorcycle gearboxes are a bit different - you must shift down in order to get into 1st gear.

Once you get going, you will notice that at low speeds, you control the bikes handlebars directly, but once you get up to speed, you control the lean of the bike instead. This means you need to be more gentle with the steering and start steering a bit earlier than you'd expect.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
I'm afraid even that is not allowed:
Quote from Scawen :[...]

What is not allowed

[...]

4) Any other use of models or images extracted from another game to help in building a mod. No part of your mod creation process can involve using another game's content in defiance of the license agreement for that game.

Flame CZE
S3 licensed
Moderator
It depends on the mod, but usually the doors/hood/roof are bound to the extra light function, which can be toggled by the /light extra toggle command.
Flame CZE
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I had the same issue. The wheel kept disconnecting at random times during gameplay.

I fixed it by completely closing the Moza Pit House software before playing LFS. I only open it if I want to adjust some settings.

Some people also suggest disabling power saving for the USB device of the wheel.
Last edited by Flame CZE, .
Flame CZE
S3 licensed
Moderator
Actually communicating with InSim is the easier part Big grin You listen for specific packets coming from LFS telling you about the current state of the car (speed, acceleration, position etc.) and then send other packets telling the AI car what to do (turn the wheel, accelerate, brake etc.) in regular intervals like every 100 ms.

I've got a very early prototype where I tell an AI car to drive at a constant speed using a PID controller:



Source code here

The harder part is to make it so that it follows the given path, obeys traffic rules, avoids collisions etc.
Flame CZE
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There is a way to control AI drivers now using a new InSim packet. I would like to do that at some point but it will be a big project for me.
Flame CZE
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I haven't worked much on the driving lessons layout, but I've got a server running called [WIP] City Bus Driving where I've started working on a traffic driving layout primarily suited for buses, with the help of a few other players.

For driving lessons style server, I suggest joining [RL] Real Life 1 where you have to take some driving lessons and take a test before you get a driving license.
Flame CZE
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There is a detailed explanation of the process in the manual I linked above, I'm not sure if you've read it:

Quote :3) Assign axes

With the axes list still open, you can now start assigning the different functions to the available axes. To do this, first click on the function you want to assign (e.g. "Steer"), then click on the axis you want to assign it to (e.g. "X axis"). Unlike in many other games, pressing the pedal or rotating the wheel after clicking on the function button will NOT assign the axis automatically!

After all necessary functions have been assigned, check if LFS reads the input correctly by rotating the wheel and pressing the pedals again. Now the steering indicator and pedal bars will move, too. If an axis/function operates the opposite way it should, click on the "invert" button found to the right of the function in question. If, for some reason you need to limit the range of some axes, you can do so by adjusting the range values (0-100% for both range ends).

There's even an animation of that:

Flame CZE
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You get an additional unlock every Friday. Usually you don't need to unlock the game more than 2 times per week. Anyhow this is not a bug.
Flame CZE
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As Scawen suggested, read controls section in the manual page, especially the Wheel/Joystick and Setting up the wheel sections.

Basically you need to assign your functions on the left to the corresponding axes on the right.
Flame CZE
S3 licensed
Moderator
I have re-uploaded his screenshot from the other thread he created, which got auto-ignored
Flame CZE
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Please send an e-mail to the LFS support and provide details: https://www.lfs.net/mailus
Flame CZE
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Modelling proofs belong to a thread in the Work in Progress forum, which you then link in the mod submission form. I have moved this thread to the correct forum in the "Development thread URL / ID" field.
Flame CZE
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Moderator
Thanks for posting this, I think he explains everything very well and in detail. I also recommend watching his videos on suspension where he talks about roll centre. This might be helpful for people building suspension for their mods.


Flame CZE
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Moderator
You can try running a fresh LFS installation in a different folder and try it there. You don't have to delete your original LFS installation.
Flame CZE
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I just tested it with my LFS installation and it worked fine.

Does C:\LFS\cfg.txt really exist?
Flame CZE
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Do not add Autocross Start object but Start Position objects.
Flame CZE
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It was done this way to prevent people from creating illegal cracked servers using the latest versions.
Flame CZE
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I don't think demo players have any free skin slots to start with, they need to buy them.
Flame CZE
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Can you explain in more detail what you mean by that?
Flame CZE
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Not sure what the point of this thread is, there's no in progress stuff
Flame CZE
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InSim and OutSim are different protocols. OutSim packets will only be sent to the currently viewed car from cockpit view.

To set up OutSim, edit these lines in cfg.txt:

OutSim Mode 0 :0-off 1-driving 2-driving+replay
OutSim Delay 1 :minimum delay between packets (100ths of a sec)
OutSim IP 0.0.0.0 :IP address to send the UDP packet (127.0.0.1 for local host)
OutSim Port 0 :IP port
OutSim ID 0 :if not zero, adds an identifier to the packet
OutSim Opts 0 : a hexadecimal number to send various OutSim data - see docs/OutSimPack.txt

Then the library you're using must support receiving OutSim data from a given port.
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