The online racing simulator
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Blowtus
S2 licensed
Quote from Tweaker :Who's that? Chaz? AFAIK he always used a wheel from what I've heard.

according to him he's sick of breaking wheels...
Blowtus
S2 licensed
the fastest Aussie uses a joystick, can't be that bad
Blowtus
S2 licensed
I guessed it would just be a fairly arbitrary limit in the options screen, but don't really know If bothering to change it, it would make sense to increased it to a substantially larger value, to me.
Increased FOV option
Blowtus
S2 licensed
Seems pretty simple to incorporate, and would make the use of the triplehead2go matrox thingy even nicer
Blowtus
S2 licensed
Quote from Tweaker :Because as said earlier, the cars are updated online packet by packet, and when one person lags and cannot send/receive packets to the server, there are chances that a car will "blink/appear" inside another car. How does that connect with the collision detection?

That *is* collision detection. Every collision involves objects inside other objects temporarily - lag just increases the depth. So if you have a system that can deal with interpenetration (collision) effectively, lag shouldn't cause extra dramas, except for a bit of warping around as corrections are applied, which we already have anyway.
Blowtus
S2 licensed
Quote from Tweaker :So all I can conclude is that laggy players (and there are quite a few that come and go in LFS) is the main cause of this. The collision model that allows the cars to fly is a given, but how it even starts in the first place is from lag... and LAG is such a debatable subject when it comes to judging the online play of a racing game. LFS can run great without any lag if you have everyone in the loop running smoothly.... and I play on servers that are like this more often than never.

If this still isn't clear, I give up.

You make yourself clear, but seem to miss the point that some of us are making that a good collision detection system would be able to deal with / minimise the effects of, lag.
Blowtus
S2 licensed
Quote from JTbo :It would require only simple check, if vertices are inside other object then there has been something odd and collision would be turned off or car moved away or some better reaction?

Collisions are only flagged when objects become intermeshed - ie, 'vertices inside other object' happens every time you bump something. The severity is what differs...
I'm speaking only from a basic knowledge of collision detection, but LFS appears to work this way
Blowtus
S2 licensed
Quote from xaotik :I just think that if there was some sort of collision damping (simulating forces absorbed by the bodies involved), as has been mentioned before, most of the immediately visible weirdness would go away.

The collision intensity due to lag issue would still be there, wouldn't it...? Damped, but still highly inaccurate I'd have thought...
Blowtus
S2 licensed
rigid body dynamics surely aren't *that* impressive Android? Some input data, some physics equations, calculate it x number of times a second...
making it *work* well though, that'd be impressive. Currently it just works, imho. Times like these I wish I could program, so I could see how my very straightforward sounding vector calculation / previous packets check would be so difficult to implement / cpu crunching to calculate / unworkable. Rather than judge collision intensity solely on 'depth of penetration', as I believe most rigid body calcs are done, calculate a vector for the colliding objects based on the current and previous packets. Packets would need to be timestamped though, I have no idea whether they are currently or not...
Blowtus
S2 licensed
Quote from Tweaker :Why do people always say this about LFS. Name a time when we've raced and one car goes "flying" illepall If you want to hit each other head on, or play some destruction, then the hitting becomes a circus, but typical side-by-side racing happens all the time in LFS, I don't see people being catapulted into the sky, or even myself. Such a dumb argument.

It's not at all dumb. Close racing in LFS is much more difficult than reality because of the collision model that does not absorb energy, and has no ability to correct for lag. It's rare to 'go flying' but tiny taps between cars often affect you far more than they should. There are even still sections of the track that if you touch you get launched.
Blowtus
S2 licensed
I would love to get rid of the pointless 'steering' display, myself. I've got a wheel in front of me, I know how far I've turned it...
Blowtus
S2 licensed
I know
Blowtus
S2 licensed
Quote from Scawen :Please can you give a more detailed description?

It's programmed to move to the left, once, when results begin to appear in the results table. Because there's no point drawing it under a load of rectangles and text. So if that is what you have seen, that is not a bug.

If it is jumping back and forth randomly, then that would be a bug.

Ok, then it's not a bug. I found it a little disconcerting, but I like the map on the left anyway I decided If you wanted to avoid the jumping back and forth with it (first lap of qual it is on the right, then moves to the left) it would make sense to me to have it start on the left always in qual. But quite minor I guess
Blowtus
S2 licensed
when small map is set to 'right', it switches between left and right during qualifying.
Blowtus
S2 licensed
this compiled thread has made it all far harder to find
Could we perhaps have a thread for discussion and a thread just to post soundsets? Or can the soundset links be maintained in the first post?
Blowtus
S2 licensed
were your tyres the same temperature in both cases, or were you restarting single player frequently, leaving you with cold tyres all the time?
Blowtus
S2 licensed
Top Gear - font of all racing knowledge
Blowtus
S2 licensed
Quote from Jamexing :The Koenisegg CCX is a completely different story though. Well, if the stig (Top Gear's Test Driver) could crash it on the track, then it's definitely ridiculously overpowered for its available rear grip. It's a car so unstable without rear downforce at the absolute limit that elite drivers guys would struggle with it.

Would be a shitty driver if he never slid anything off the track...
Blowtus
S2 licensed
you make some interesting points JJ. So long as we are left with enough adjustment to tweak the balance I would probably be in favour of it, after thinking it over. It *would* be nice to have to deal with wallowy, imperfect springs / dampers etc, I think.
Blowtus
S2 licensed
whatever works for you, of course I don't like CSR overpowering the normal LFS sounds, I like it working in tandem, and I didn't test it on anything but 1.
XRT soundsets
Blowtus
S2 licensed
Am driving the xrt at the moment, so made a soundset for it. It uses a number of sounds and portions from the other soundsets, the engine sound is from James's lx6 soundset, but this sounds different because of the lower revs and turbo. I like it and figured others may get some use out of it. Designed to be used with a csr volume of 1.

http://members.iinet.net.au/~cdriver/XRT_csr_blowtus.zip
Blowtus
S2 licensed
The turbo spool noise behaves rather oddly with clutch usage - boost stays steady but you can hear all manner of fluctuations and dropoffs from the turbo.
Also might be nice to include a batch file to run csr in abovenormal priority
"start /abovenormal csr.exe"

Great work on the program.
Last edited by Blowtus, .
Blowtus
S2 licensed
who says it's coming? It's just an end user that doesn't like people playing the demo, hardly the first time it's happened...
Blowtus
S2 licensed
Quote from Ball Bearing Turbo :I'm saying that I think how they're done is a real acheivement that can only get better.

I think a lot of us agree with this
Blowtus
S2 licensed
not sure what it'll prove myself... some of us are more effected by emotion when driving than others?
FGED GREDG RDFGDR GSFDG