Nah, it means that every 16th or 17th frame is used for the rendering instead of every 5th or 6th.
You will not notice any difference but the physics will be better.
To confirm your attendance for the MRc E-Challenge Round 2, please give your status for the round (YES I'm attending, or NO I'm not attending), car number, and LFS licence name.
Your confirmation is due by 16:00 UTC on Sunday. Confirmations are not mandatory, but in case of full server the confirmed drivers will be clearly prioritised.
The confirmation is however mandatory if you intend to use the PowerUp Wild Card in the upcoming event - in that case post your confirmation as stated below and add a note 'PowerUp activation Round 1 Race X' where X is race number 1 or 2.
Passwords will be PMd to all competitors shortly before the event start.
Please post a confirmation even if you do not plan to attend.
To be fair, the "rebranding" is not that uncommon, I don't even have to go far for a real life example:
There is a spaceflight/engineering game similar to Kerbal Space Program. For 6 year it was simply called "SimpleRockets2". Few weeks ago they went out of early access / pre-1.0 state and they did rebrand the game to a new name "Juno: New Origins". There was no apparent reason to do so, they just felt the need, that the game that was very same to 0.9something version of SR2 requires a new name.
So the 1.0 version of SR2 was named Juno: New Origins.
And really, while the SR2 was mostly reffered as a 6 years old clone of KSP, the J:NO title held some sense of novelty despite being the very same game and the general public perception appeared to consider J:NO to be a newly released game after all...
So I think rebranding LFS might help a bit in this sense, although I'd prefer not to do it that way (just saying it seems to be a viable option).
Well, if you find the biggest obstacle in modding being the inability to name the car the way you want because you don't have legal permission from the manufacturer, then you can't be taken seriously...
Did you even try to drive it?
If yes, thanks for useless feedback.
If not, thanks for useless comment.
My engine damage experience from past is that 0,47% of damage in UFR did cost us over a second per lap at KY3; similarly 0,8% damage in XRR at AS4 did cost me around 1 second per lap as well.
So I think 95% engine health (5% damage) is actually a massive damage and huge performance drop; it would be a critical damage already if there was such damage category beyond minor and major.
To confirm your attendance for the MRc E-Challenge Round 1, please give your status for the round (YES I'm attending, or NO I'm not attending), car number, and LFS licence name.
Your confirmation is due by 16:00 UTC on Sunday. Confirmations are not mandatory, but in case of full server the confirmed drivers will be clearly prioritised.
The confirmation is however mandatory if you intend to use the PowerUp Wild Card in the upcoming event - in that case post your confirmation as stated below and add a note 'PowerUp activation Round 1 Race X' where X is race number 1 or 2.
Passwords will be PMd to all competitors shortly before the event start.
Please post a confirmation even if you do not plan to attend.
Note: The clean skin template and wireframe are attached at the end of the post.
All skins have to have a clearly visible entry number element on the following places:
Nose of the car
Side of the bodywork
Drivers are free to use any font or resize the number at their will, assuming the number remains well-visible from most angles.
There are no other mandatory elements, however we highly welcome if you place the logo of the event, its organisers or partners on the car - feel free to use the logo pack archive attached to this post.
Also, just like the last year, if you do not have the skill, time, or will to create the valid car skin, feel free to contact us here or via Discord, telling your number and preferred colour combination and we will make a simple rules-valid skin for you.
we understand, that the upcoming E-Challenge championship contains a lot of new, possibly confusing stuff. And there is nothing worse than being unprepared, right?
Therefore we created a handy user-friendly competitor manual to help you grasp the new racing concepts. In the attached files you can also find the archive with three pre-made scripts, that will help you with your potential pit stop planning (more on that in the guide).
Hope you find this guide useful, if you still have any questions, don't hesitate to ask
Full set of official rules is around the corner as well!
we understand, that the upcoming E-Challenge championship contains a lot of new stuff. And there is nothing worse than being unprepared, confused and disappointed.
Therefore we decided to run an unofficial test race this weekend. Regardless of whether you are already registered, yet to register or just considering, you are welcome and encouraged to join us for this event. We will do our best to help you learn and we will appreciate any kind of feedback from you as well.
Preliminary event schedule:
17:00 UTC / 18:00 CET Official qualifying session 1 (10+2 minutes; 2 hotlaps)
17:15 UTC / 18:15 CET Official qualifying session 2 (cca 15 minutes; top 8 from qualifying 1 compete in head-to-head duels)
17:40 UTC / 18:40 CET Official race start (36 laps*; standing start)
* in case of Safety Car or Virtual Safety Car the race distance will be adjusted accordingly to ensure the energy lap target stays in reasonable bounds.
The test race layout has been loaded on the server for practicing.
During the test race we want you to encounter all possible scenarios (in terms of weather changes and/or SC/VSC periods, as well as the expected broadcast-related stuff). Therefore the race progression will be scripted by the organisers and for this special occasion we will let you know ahead of the race about the specific planned weather changes and SC/VSC deployments (unless they occur naturally before that) and how to handle them.
Should you have any questions, let us know!
Looking forward to see you on the grid this Saturday.
To sign up for the MRc E-Challenge 2023 championship, make a post here giving your requested car number, LFS license name, your real name, your nationality, and your team name (team name optional).
Separate each field with a /, no space between the text of the field and the /. Example:
47/michal 1279/Michal Málek/Czechia/Master Race car
Numbers 2-99 are free for selection. Number 1 is reserved for the winner of the previous edition of the E-Challenge - Jimi "gemini" Virtanen
Signups are open NOW.
Licence Requirements for Drivers:
You will need S3 LFS License to participate in ALL rounds.
Current Entry list attached.
Last edited by dekojester, .
Reason : updated entry list
The planet Earth has made another orbit around the Sun, and once again, the Master Race car team is pleased to bring back to you an event, which brings an unique racing experience into LFS. Strongly inspired by the FIA Formula E championship, E-Challenge is an event, where the strategy and clever use of available resources will play a big factor on your way to victory.
The letter E in "Formula E" stands for "Electric" and thanks to the just recently released LFS mod system we can enjoy some electric racing fun as well. "Efficiency" however is still a vital part of the race strategy, as the amount of usable energy is limited and the finish line is quite far. Do you have what it takes to navigate the new 350 kW beast through the city streets?
We worked really hard to bring in something even better and more exciting than before, from more races, new car, new track replicas, new event format, to new tactical elements, enhanced weather system,... very few stones were left unturned as we tried our best to deliver an exceptional racing series.
Official rounds:
R1 - 15.1. - Mexico City E-Prix circuit replica (LA1)
R2 - 12.2. - Berlin E-Prix circuit replica (LA1)
R3 - 26.2. - Singapore Grand Prix circuit replica (LA1)
R4 - 12.3. - New York E-Prix circuit replica (LA1)
R5 - 26.3. - Adelaide Grand Prix circuit replica (LA1)
(Each layout to be released at least 7 days prior to the respective round)
Preliminary event schedule:
Prequalifying session (if necessary)
17:30 UTC / 18:30 CET Official free practice session (20 minutes)
18:00 UTC / 19:00 CET Official qualifying session 1 (10+2 minutes; 2 hotlaps)
18:15 UTC / 19:15 CET Official qualifying session 2 (cca 15 minutes; top 8 from qualifying 1 compete in head-to-head duels)
18:40 UTC / 19:40 CET Official race 1 start (cca 30 minutes*; standing start)
19:25 UTC / 20:25 CET Official race 2 start (cca 30 minutes*; standing start; grid order by race 1 finish, top 10 reversed)
20:00 UTC / 21:00 CET Estimated end of the event; interviews
* in case of Safety Car or Virtual Safety Car the race distance will be adjusted accordingly to ensure the energy lap target stays in reasonable bounds.
General rules and changes from previous season:
Success ballast dropped from qualifying
Two races per evening instead of one (R2 grid based on R1 finishing order + top 10 reversed)
Races are lap-based instead of time-based
SC and VSC active
No mandatory pitstop (unless forced by weather)
Recharging NOT ALLOWED (and will be disabled, so we don't even have to disqualify you from the event)
Dynamic weather active in ALL official sessions (slick tyres for dry, road tyres for wet conditions)
Three activations of the Attack Boost strip during each race
Each competitor can select one race, where he can use full 350 kW of power (instead of capped at 300 kW)
Points for top 20 finishers
Full set of rules and guides will follow soon, stay tuned!
Last edited by michal 1279, .
Reason : Added the series trailer link
I got to ask one question regarding the concrete objects:
Is it possible to make them procedural/parametric? So the users could select own length/height/possibly radius and other geometric parameters instead of relying on few predetermined sizes and shapes the editor currently offers. Making a long straight eats up so many 16m wall objects and creation of a smooth curve with many short walls also cuts deep into the object count limit. I got into replicating some real life street tracks recently and this became a huge bottleneck in what can be made.
Or would that require complete overhaul of the layout editor system for this kind of object?