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comparing setups (php-script)
avetere
S3 licensed
Hi folks!

Did You ever want to simply compare two setups and did You ever complain about the fact that You always have to switch around to see any different values?
Well, I did and out of that I started a script, that made it possible to compare, alter and re-save any two setups without the need to lauch LfS and to switch around setup-menus.
It's still not finished - Mr. error is everywhere - , but it has reached a stage at which I would like You to "beta-test" it

I'll be pleased to hear any fedback and fair comment (perhaps even concerning general design) and - of course - bugreport.

You'll find the script here:
http://en.jallaland.de/setcomp.php
(And for those capable of german language:
http://jallaland.de/setcomp.php)

A short comment on handling (though it should be self-explaining):
At the top You can upload two setup-files (one left an one on the right). This done, the data contained will be given by two adjacent tables.
The clou:
You can alter the table either using direct text-input or a slider underneath the text-field (or a dropdown.box where suitable).
Once a slider is activated You can even fine-tune the values using the arrow-keys (usefull for short sliders where using the mouse might not be accurate).
At the very bottom You will find a save-button for each setup.
Clicked it will result in the relevant setup being downloaded with the newly set values.

Known bugs:
- No values for brakestrength and gear ratios when watched in IE
- reading a "RACE_S"-setup may result in wrong values for "added mass position" and "clutch preload" -> This seems to be an issue of altered LfS-behaviour

hoping for feedback and bugreports,
avetere

EDIT:
exe-version added here:
http://www.lfsforum.net/showthread.php?t=41953
Last edited by avetere, . Reason : update
vcom on a unix-machine?
avetere
S3 licensed
Hi there!

I was wondering, whether vcom would run under a unix environment (using wine) as i would like to run it on a unix-host.
Didn't manage to get it to work though ...
avetere
S3 licensed
Quote from Racer Y :
How often are police shot at in Germany?

Very very rarley. I don't have exact numbers (perhaps due to the fact that is that rarely) but there is exatly 1(!) cop-murder I can remember and that was last year (but well ... that one is believed to be a hired murder as that cop was undercover (kind of a DEA-operation)).
A Few years ago there was a cop killed in service, but that happened to be more of anaccident (a ricochet if I remember it right) ...

Perhaps, if they got shot more often, "shooting-policy" would be different ... impossible to say that
avetere
S3 licensed
Quote from Racer Y : do you know that one spot the on the shoulder that the good guy always gets shot at and is able to keep on going like nothing's wrong? Well if you were to actually get shot there, you'd probably die in about two minutes.
There is no Shoot to wound. well unless you mean to torture the guy...

Hehe ... everything depends on your country
Officially officers are advised to first attempt to shoot a guy into the leg (to make him unable to escape) instead somewhere in the chest ...
Well ... luckily(?) german language is somewhat weird sometimes ...
and thus the human body has actually quite a few legs (definitely more than two):
- the two "normal" legs
- the nasal bone (called "Nasenbein" -> nose-leg)
- the wishbones (called "Schlüsselbein" -> key-leg)
and finally even the sternum (called "Brustbein" -> chest-leg)

Well ... the "bein"-part in those words originally comes from the old word for bone (see the similarity?), but it's actually a well known joke among policemen and soldiers who are told to first shoot at the legs though ...
avetere
S3 licensed
Quote from Hyperactive :With the same method you can probably increase the wheelbase too.



Well ... thanks guys ... I think this has been clearified by now
avetere
S3 licensed
It was both ingame and insim telling me the same thing ...
avetere
S3 licensed
Quote from lysergic :UV was pressed... finally I got it:

How to prevent ugly reflections shown in the detail image?

In material-buttons-tab uncheck MirrorTransp-> Ray Mirror
avetere
S3 licensed
Yeah, I already was wondering, because I remembered that there shouldn't be aero-damage (at least up to X) ... Well might be it was such thing as part of bodywork scratching over the track ... perhaps I should have made a replay to make sure ...
Well, thanks anyways

EDIT:
@tristan:
It doesn't show? Well ... that might be an even better explanation ... though, still, there wasn't mentioned anything but body-damage at pitstop ... weird ...
Last edited by avetere, .
Is or is there not Aero-damage?
avetere
S3 licensed
Hi folks!

Reading THIS wiki-article I recognized, LfS should not have aero-damage (as - I think - is also stated somewhere here in the forums).
Nevertheless, a few days ago I found myself in a situation, that made me think, there actually WAS aero-damage.
To be more precise:
I was running the FOX (don't remember the track exactly, but I think it was AS Club). Well, after a - rather small - impact on the wall, all of a sudden the car was quite unhandy to drive. Of course I checked for damages, but everything seemed ok. There was neither damage to tyres, clutch nor suspension. The only damage it obviously had was body-damage (a quite demolished rear-wing).
As to approve that, body-damage was the only thing repaired during a pitstop (at least that's what LfS told me) (I even did not change tyres) ... and afterwards everything was ok again ...


So ... was all this mere immagination or IS there (by now?) such thing as aero-damage?!?
avetere
S3 licensed
ok ... thanks for providing the link.
Though ... reading that post I found the tyre-rule should be included in the rules-doc as it is quite ... important ...
avetere
S3 licensed
Quote from J@tko :Qualifying was the one thing that went well. Thanks for the input, but we wont be changing it

Hehe ... no problem That was just one of my - sometimes weird - suggestions :detective

btw: Is threre anything clear about the shedule yet?
Would be interesting to know if the race will be before midnight here on the european shores
avetere
S3 licensed
Nice set of rules.
In my opinion, though, You might want to consider including rules for obeying yellow line on pit-exit.
And one other suggestion: How about a 2-lap-qualifying?
We did that a couple of days ago an I found that to be quite adequate ...
avetere
S3 licensed
I'm afraid You won't need 1st gear in race ...
Well ... I'll attach one of my old XFG-BL1 setups ... it's an x-setup though ...
avetere
S3 licensed
Actually 6 laps ist more or less hotlap, don't you think?!
Well just look here:
http://setupfield.teaminferno. ... ar_id=50&p_version=S2

There's a whole bunch of setups ...
avetere
S3 licensed
Yeah ... weird results here to ... calling v1.4.
Seems the given result is an multidimensional array with pos 1 being the actual timestamp (or 2-6 sequential ones to be honest) ... followed by the "normal" result as the second value ...

Edit: Everything seems to be normal again ... very weird indeed ...
Last edited by avetere, . Reason : problem solved?!?
Bug concerning driver-swap
avetere
S3 licensed
I encountered a little bug concerning the car being taken over (V0.96).
We did a 5-lap race and changed driver during pit-stop after lap 3 (actually I passed finish-line so I already was in lap 4).

Stats-Tool gives output, that I did laps 1-4 (4 laps) and the other guy did laps 4-6 (2 laps).

Well, obviously neither did I lap 4, nor did we drive 6 laps (as it was a 5 lap-race).

I'll attach outputted html-file (unfortunately we didn't save the replay ...)
avetere
S3 licensed
Quote from Bogey Jammer :T
I've don't tried it yet:
Set OSA to maximum and make a very high resolution render and then resize it to remove the blur.

Just to give You a reply:
I've tried the procedure and results are really much better due to higher rendering quality. Not perfect though, but at least you can read the writings
"blurred details" after rendering
avetere
S3 licensed
Hi all!

First of all: Great tutorial (or should I say: Great easy_to_do_file?!)!

But nevertheless I have experienced a little problem and as I am completely new to this, I cannot resolve it on my own .

As You can see on my attached image, quite a few details are kind of "blurred", especially writings. I have already tried playing with OSA(?)-values but that didn't really help. Exept for turning it off completely resulting in a totally ugly "pixel-salad" ...
That apart I left everything as it was (just selecting the car and my skin-file and adjusting point-of-view slightly) ... oh ... and I turned off reflection (RayMir(?)) to the body-material, 'cause it was too reflective in my opinion ...

So the question is:
Has anyone of You any solution to this?

thanks in advance,
avetere
FGED GREDG RDFGDR GSFDG