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blackbird04217
S3 licensed
Guys, he could easily have blown a 500wt PSU depending on his system specs that are not listed. If its "an old dinosaur" than likely you guys have valid points that it shouldn't have blown; although PSU's do die eventually...

Anyways, I have a 650wt PSU at the brink of its limits. I've turned down 2gb of free ram because it would quite possibly push me over the limit. As is I need to watch what do; so its quite possible to run over the limits of a PSU. Even without it being 'Chinese'

Although as RevengeR said; it's not only the load that can kill the PSU. Time wears them down, obvious certain electrical issues; blackouts/brownouts/surges are can effect them as well. I am not an expert but that is my 2c.
blackbird04217
S3 licensed
Not too surprising really about the 'BugMeNot' I mean, sure I don't receive random e-mails from LFS; but that doesn't mean that I wouldn't have created a temp e-mail addy to register. It does (at times; LFS is not one of those times) bug me when you need an e-mail addy to register to something _useless_. I fully understand an e-mail used for certain registrations, but I think it should be optional on others; though of course that where the issue of bots come in worse than they are now... idk :/ lose-lose situation I guess.
blackbird04217
S3 licensed
Yea I've noticed some odd issues like that;

FE Club with FO8s when going to make a pitstop they fly into the wall because the braking upsets the car balance.

AS ?? with UFRs roll about 80-90% of the time on the final chicane.

A few other combos that they have issues with pitstops; getting drive-thru penalties consistently and or even driving into a garage wall and destroying their "race-weekend".

Some of this is hilarious at first and just annoying later on, I really wish I could play around with the AI code; especially if I was able to try new forms of AI that are not considered 'the norm' I do have the free time at the moment since I am unfortunately out of a job and still on the search.
blackbird04217
S3 licensed
Personally, I protect all passwords as much as I can. But when I do forget one I don't want to go through a bunch of BS to remember it; I don't see how it is more secure to change the password on a user;

If said 'hacker' knows a persons e-mail, it doesn't matter if the password is sent directly to the e-mail or if a changed password is sent to e-mail or if the change password url is sent. The hacker will still be able to access your account, and hell if they know your e-mail info they could delete the proof and leave no trace; for you to be locked out of said game/website etc.

The only benefit to changing password before sending, and or using the url is that said 'hacker' doesn't know the exact password use and will be less likely to guess your passwords on other websites/applications; however if they got into you're e-mail so they could use that known password for guessing other passwords. As well as once your e-mail is hacked you likely have larger problems.
blackbird04217
S3 licensed
Not much in financial terms, but a project I am programming has got me super excited and certainly smiling!
blackbird04217
S3 licensed
@Android; of course it would be a lot of time consuming work for the AI. And yes, I love watching the AI pull out for a pass only to start fishtailing and sometimes spin on themselves out. I never knew the previous 'learning' AI only modified the line for better or worse; but I never really paid to much attention back then.
blackbird04217
S3 licensed
Oh certainly, I've been watching long distance multi-class racing. I've been watching 10 FO8s vs 10 FOX's at Fern Bay Black Rev. for the last couple hours. I've noticed a few things, first the AI are scared in the FO8; they don't use much throttle around a corner. Not that you can in a car. But after 110 laps the leading fox is only 1 lap behind the leader of the race, which means the FOX and FO8s have been pretty evenly matched compared to if humans were playing.

Another interesting point is the final chicane and corner, the FO8s tend to loose the rear end, slide into the wall, and spin in the grass every 3 to 4 laps. Very odd.
blackbird04217
S3 licensed
You may have the same problem I have with ISP, connection speed is good but connection latency is too large to play. Got to speedtest.net and run a test; what is the average ping/latency it gives you? You should run this test several times over the course of a week to get a good average but still.

My average is between 800ms and 1400ms. Which means there is no way in hell I can play LFS even with a connection that can download 300mb in 30minutes. For games it is not always speed that counts, actually most games try using as little bandwidth as they can. But what hurts more is latency.

Good luck.
blackbird04217
S3 licensed
Ahh... I get what you mean now, so the values inside InSim.txt just need to be updated. I mis-understood because the enum shown had 1,2,4,8... which were the same values in the defines. But yes, it would compile and work; I guess it just needs an update!
blackbird04217
S3 licensed
Just had to share my amazement with this. Considering I spend about 1hr making the layout I had to share. I suggest running this layout (Fernbay Club (FE1) with the AI on FO8 with the default setup. Then hoping into cockpit camera and take a ride spectating the AI. I watched them for quite some time. The layout could use a little more work still; although I decided I had spent enough time creating it as I had to wait for a driver to get to a place so I could mark the line.

Enjoy.

This also proves that the AI do not learn anymore.

EDIT: Forgot to upload. . .
blackbird04217
S3 licensed
That enum looks like valid C++ code from my eyes, I've used things such as it before. What makes it valid is setting each "id = value" ie (DL_TC = 16"). An enum will just increment the value associated with an id from the previous value set; starting at 0.


enum
{
ZERO,
ONE,
TWO,
};

is the same as

enum
{
ZERO = 0,
ONE = 1,
TWO = 2,
};

and this is possible as well.

enum
{
ZERO = 0,
TWO = 2,
THREE,
};

I don't see how #define and enum values would be causing any issues. DarkTimes you could try;
int enumX = EDL_SHIFT | EDL_HANDBRAKE;
int defineX = DDL_SHIFT | EDL_HANDBRAKE;

and see if there are by chance discrepancies, though I doubt it from what I have learned about the C++ language. (You can see that all values in the enum are changed to EDL and all values using defines would changed be DDL)

If perhaps there is a difference I would like to know because I always have preferred #defines in certain cases like this but never knew doing this would (or could) cause issues. Good luck.
blackbird04217
S3 licensed
First I have no idea what "clock" or "tick" sound exists - never heard of it.

Second, I am confused; likely other people are as well.

"It happens anytime I'm not in the main menu"
"It only does it in Single Player and Hot Lapping"

Well those are different situations; I am assuming that you learned about the patterns as time went. However I really don't have anything else to help you. Possibly a fresh install. Make sure nothing else is running in the background of the computer.
blackbird04217
S3 licensed
I don't think you're understanding the underlying problem here. There is only so much a computer can do, and the time step being to large. Like Dajmin said, at 100mph at 100hz the car moves HALF A METER every 'step'. You can't always place the car where contact initiated, because the barriers are thin the contact could have initiated on the left side and also the right side all in the the same time step; that is where things will go wild. One solution is to speed up the rate physics are run; so that the car can't go more than 1mm or something small enough, within a single time step; this of course is not quite possible with current CPU speeds although I believe there will come a day.
blackbird04217
S3 licensed
Exactly, my explanation was not only for the barrier issue, it was with all physical objects; Although I did also mention some things more specific to the barrier, the physics timestep example; as Dajmin points out, applies to all aspects; including car-to-car collision.
blackbird04217
S3 licensed
Quote from Uke :No one has mentioned the white-red barriers -.-

They were discussion the car to car collison.

Quote from mattlikespeoples :So i was racing around a tight autoX course and i just realized how much this annoyed me. I'd clip a big red barrier, sink in a bit and then shoot off in the other direction when i should've hit it and ricocheted off, not sling shotted in the wrong direction.

I don't know where it was discussing other things but I was under the impression of the barrier bug as well. Not only from JasonJ's post, but also because I briefly read what the "5yr old" thread was about and the first post told me; barriers. I don't know, but it didn't sound like it was about car to car collisions. Maybe they did later on, in which the original post here should have specified.
blackbird04217
S3 licensed
From my programming experience in physics there can be huge challenges that are rarely solved; like the red and white barrier. I think Dajmin was correct in saying 'lag' is the issue, however not internet based lag. Running a game (or physics engine within a game) at 100fps (100hz) means that the physics will update once every 0.01 seconds. Which is a substantial amount of time.

Two objects that collide at time = 0.014 will not be colliding on the first update (time = 0.01), but will already be into eachother by quite a lot by the second update (at time = 0.02). This impurity in computer simulations is brings huge issues all around. Why it happens only to the red and white barriers, likely because the barriers are placed as objects rather than being part of the track; An object that doesn't move yet is not considered static - just a guess. It could also have to do with the fact the collision model is thin for the wall, meaning when the car is halfway through the wall at time = 0.02 the wall will apply forces in all sorts of directions because the car is on all sorts of directions from the center of the object.

Kinda hard to describe what I mean without pictures that I am too lazy to draw at this moment. But saying this is a difficult problem is an understatement.
blackbird04217
S3 licensed
Certainly an addictive one.
blackbird04217
S3 licensed
Quote from Ball Bearing Turbo :No kidding. But did you see the 3D renderings of the working engines? That is sweet. last I heard (3 years ago) you had to keep an eye on wires around the engine to make sure they didn't melt or wear out and so forth. Some crazy ideas at West, they were (are?) making it so that you could simply be a race engineer on a team and work on the car whilst your driver made the most of it etc

From my poking around I heard the ideas you talk about above; I haven't seen any evidence that this stuff was; physically based or simulated, nor that it actually happened. I will say I found where they stated they wanted that level of detail in the simulation; but I haven't seen any form of physical update including a moving car; let alone one based on the high details they aimed for. or are aiming at.

My point is "ooh, nice renders". But where is the rest of everything that matters?

----------

Also I am very late on this response but way way back up above there was some iRacing talk going on where feelings were felt that iRacings slower cars were better than LFS physics. . . My opinion, (with only a month of experience in iRacing - single player at that; so take as you wish), LFS has far better physics as far as 'feeling' goes, but iRacing has MUCH higher density tracks that are far beyond LFS. Tire sounds were better in iRacing though I would give LFS the better tire feeling/physics overall as well as LFS is more polished for stalling, clutch-temp (simulated accurately with real values? IDK) and more features overall; where as iRacing can't even stall the car.

My point is I think LFS car feeling and features added to an iRacing track environment with iRacing's tire sound feedback would be superb - I am waiting for the laser scanned track in LFS to see the differences.
blackbird04217
S3 licensed
Agreed; there have been plenty of threads arguing that the development is too slow.

How many games do you know constantly get developed after you buy them? Not many. People should be happy they get updates and play something else while they wait - OR - quit complaining and deal with it like the rest of us. It is what it is, it won't change.
blackbird04217
S3 licensed
I know both; not together though that could likely be learned quick enough;

Problem is I won't be doing this task anytime soon as I don't have a mac to develop on, test with etc. . .
blackbird04217
S3 licensed
I can type without looking- but not with my hands on the "homerow".

The act of typing isn't really a problem, its the way I go about it that is. I could be wrong about the accuracy part but I was thinking that if I trained my fingers to hit the keys the 'proper' way I might gain more accuracy...

By the way; why does the middle finger on the left hand hit the 'C' key- That is very unnatural and hard for me to do...

EDIT: typing the way I type I am getting consistent ~55wpm and 1 word wrong via pressing space before I was able to reverse... However like I am concerned, my accuracy is still affecting this because every 4 or 5 words I misspell, backspace and spell correctly. 323 characters per minute, though I don't know how that is computed... (if it subtracts the extra presses from 'typos'.
Last edited by blackbird04217, .
blackbird04217
S3 licensed
I don't crash into people from not knowing where they are- as I said it takes trust in the other driver, and not swaying side to side as you drive...

Why would I look into your ass at all?

Seriously, a little practice driving straight is all it takes; and leaving room for the other car. I'm sorry if there are people out there who do not practice driving straight or leaving room for others, but in real life you do not have all these displays; you look left or right, and very briefly. I've found its usually those who look left/right for a long time whom fly into the car they look at. It's harder to judge your turning forces while looking perpendicular to your movement direction; ie if I look left its harder to judge how close I am rather than if I just gave 'a car width + half' for some extra space while racing on the stretch...

The knowledge a car is on your left or right or both is all the driver needs. You don't need to know how close to the car you are. Occasionally you need to know if they are far enough behind so you can close the door; it's called mirrors. Seeing if they are far enough ahead to get back on the racing line is easy...

I don't see any need for unrealistic things that really don't help because it gives your mind so much more to try focusing. To many movements in different directions. The main part of the screen moves like it does now, then you add 2 cameras that would have images moving outward from the center (being the left side and right side camera at the bottom of your image). Confusing, and what is the purpose when like I said; people just need to practice; driving straight without wobbling side to side, and giving enough room for a car.

Extra views won't help the problem you describe.

I do not aim this at any racer in particular not even you gxgung. But when racing it is important to race with drivers who can handle this. That said I am annoyed that your claiming I crash into people from looking briefly... I know how to leave space and race wheel to wheel/side by side with competitors.
blackbird04217
S3 licensed
I rarely ever abbreviate on the computer, during instant messages, e-mail (abbreviated there though!), and general writing. I usually try paying attention to spelling as well. The problem is I think my finger placement. I agree 40-60 wpm isn't bad, but my error rate is what is killing me. I constantly reach for the backspace;

I don't know if learning the home-row will correct my accuracy problems or speed my typing; but it is better than nothing.

By the way, I have been searching google; just wondering if anyone knew of some good ones. Very funny with the "Let me google that for you" - I had to google LMGTFY to put 1 + 2 = 3... But in all seriousness I do know how to use google, just wondering if anyone had a particularly good one, as it is I've tried 4 of them out in the last hour.
Know of any FREE Typing Games/Lessons
blackbird04217
S3 licensed
Hey guys,

I can't say I am exactly a slow typer; though I could improve and want to improve both in accuracy and speed. I don't use homerow at the moment, although I still type between 40 and 60 words/min. I want to see if I can't aim for 80 word/min and am looking for some good typing games and lessons that are available for free.

I would rather it use real words as examples; although it's lessons can have any random combos if that is the way it works and helps. This goes hand in hand with one of my goals to write more, and thus I want to be able to write as fast as my brain comes up with stuff. I know practice makes perfect; but obviously I need to start practicing correctly vs allowing the closest finger at the time hit the key needed.

Thanks for any help!
blackbird04217
S3 licensed
Buttons are more than enough, I would hate to have my screen cluttered with tons of different renders of the game; that left/right view at the bottom is sickening and that doesn't even have motion on it yet.

I guess its because as it is I use the subtle motion to detect a car on my side, and I look once to the left, briefly, and know where he is. It's not too hard to give each other space once you know there is a car on your left, make sure there is room for a car on the left. The other driver needs to have the skills to know there is a car on his right and that he should leave room on the right.

A little practice goes a long ways.
FGED GREDG RDFGDR GSFDG