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Bokujishin
S3 licensed
Quote from PMD9409 :Yeah I would like to know what exactly causes this issue.

You can't see what the heck you are doing because the lines won't appear.

I believe this is caused by the objects intersecting the ground. The objects are placed at the exact same height the ground is, which is quite natural, but causes this glitch to happen (you can reproduce it in any 3D software by making objects intersect each other). The easiest way to solve this is to move the object up a tiny bit, and I don't think it would be difficult (just having to spawn chalk lines a bit higher, or making the objects higher).
However I don't know if that would cause compatibility issues...
Bokujishin
S3 licensed
Quote from Scawen :Surface friction of objects is now CONCRETE (was previously ICE)
Added a new Ramp2 which is the same as Ramp1 but 2.8 metres wide
Ramp1 and Ramp2 are stored in the exe and loaded into all tracks

Woohoo!
Just wondering, why was objects friction even set to ICE?
Now, we can use those ramps as we please, and that's a really good thing
Bokujishin
S3 licensed
You can count on me, Scawen, I will try the improved collisions with the red barriers for at least an hour (non-stop of course)
Then I'll have a try at open configs.

Can't wait for this test patch, so many good things in it, good job!

PS: Are the ramps also considered as "unmovable objects" for which the collisions have been improved? Just asking because I always found it irritating to just slide on those.
Last edited by Bokujishin, .
Bokujishin
S3 licensed
Hi Victor, I just downloaded the latest version to try out the new import option. The screen is now cleaner without all the keyframes here and there
However, instead of a blue square, do you think it would be possible to have a picture of the car (or even a generic car-looking thing) that can change scale so that we can evaluate the distance between the different cars when using multiple replays? (it would be even easier if we could have several replays playing at the same time, but I guess this is not possible, is it?).

Anyway thanks for your work!
Bokujishin
S3 licensed
Really good and well-edited video, I'm downloading it right now
I especially enjoyed the little crash, crunch, etc. effects
Bokujishin
S3 licensed
Quote from mrocht :Look , its like if you paid for ms flight simulator . Is it updated ? no..

Except flight simulator is updated every now and then... but not for free
We all want the update, it's just some can't wait (even if it's true we've been waiting for a long time already).
Bokujishin
S3 licensed
Thanks for your answer.
I don't really think it's a necessary feature, but I had to record a bit more and then delete some screenshots to get what I wanted.
What I mean is (at least while recording fullscreen), since I can't see for how long it has been recording, I have to know where to stop manually.
Not that it's that troublesome, but having a way to tell "I want to record for xx seconds" could help a bit, IMO.

Anyway, I tried combining 2 replays and it works just great! (I just have some artifacts after using matte difference).

Oh, almost forgot a little bug, although it doesn't seem to be related to LFS Record: I recorded the same camera animation 3 times (once without any car, and then with 2 different cars), and I noticed the trees had no leafs at all, except in one of the recordings... And as I just started LFS, my trees still have no leafs.
Bokujishin
S3 licensed
Quote from tolas :Will it be ever possible to import track and car models into max with all telemetry data for cars(not just car trajectory)?

I was wondering if it will be possible to create prerendered videos in 3ds max based on LFS models and telemetry one day?

I guess I can only say I want this to be possible, already been wondering if it was possible to get the rotation of the wheels via insim so we could have the whole car animated in 3ds max.
Bokujishin
S3 licensed
Quote from Flame CZE :Yes, but isn't it because the wheel is spinning? But I am confused now :P

Quote from Amynue :Here is another video in a bit better quality and with better lighting:
http://www.youtube.com/watch?v=J3KshKS_tvo

If I'm not mistaken, accelerating, with or without spinning, produces similar forces on the tyre, and Amynue's video shows an almost no spinning example.
Bokujishin
S3 licensed
In case some people still doubt the wheel is rotating clockwise, here's a proof: http://www.youtube.com/watch?v=3Ug6w4ZjwVo
Take a look at 0:47, in this case the wheel rotates CCW and the thicker part of the tyre is on the left, so in the other picture, thicker part on the right -> wheel rotating CW
Bokujishin
S3 licensed
This is a very nice tool Victor

By the way, is there any way to animate the "active camera" state or do we have to record multiple segments to get all the cameras?
Bokujishin
S3 licensed
Wow, thanks for the report, Scawen, some nice work we got there
Bokujishin
S3 licensed
Quote from GenesisX :Annoying yes, but the last few posts have really been getting off-topic.

So "last few posts" means "tens of pages"?
I don't remember reading much posts on topic, except a few following Scawen's, and some random posts every 5 pages...

By the way, shouldn't this thread be renamed "General discussion while waiting for new tyre physics patch"?
Bokujishin
S3 licensed
Simple indeed, no big FX, yet I think it's very nice
However, maybe you should have kept the music from 0:32 to 1:18 through the whole video, I somehow feel the transition between the two muscis is too sharp.
By the way, what's the name of this second music?
EDIT: My bad, didn't watch the credits.
Last edited by Bokujishin, .
Bokujishin
S3 licensed
I can't help with this at all, but the idea is brilliant, it could bring a lot of fun on the servers.
If you want to detect collisions between cars, just ask the devs, they do it in the training (joke).

Good luck to those who will try to code that
Bokujishin
S3 licensed
Quote from Forbin :Excellent priorities, my friend. :rolleyes:

True, it's just I was curious about it
At the moment, if you make your wheels spin too much, you will have an ugly cloud of smoke at the back of your car, due to the accumulation of "smoke sprites?".
The new smoke looks softer and no longer like it is now, but I'm afraid that burning your tyres will result in a thick fog, so that's why I wanted a video.

But of course the priority is the behavior of the new physics, and a patch...

As for the release date contest, I'd say something between 2 months and 2 years, but more seriously, I'd say at least 3-4 months.
Bokujishin
S3 licensed
I just wanted to bump this thread to ask something to the devs (if they read what's written here):
Coud you please show some screens or a short video of the new physics, more precisely the smoke? The one I saw from the progress report looks very different, and I would like to see how it looks like in more details.

Keep up the good work on the physics
Bokujishin
S3 licensed
You've all been arguing and this is the only thing we can see since page 10 or something like that. You guys should take a break
LFS is a game, but it has good physics and that helps people being closer to real life. However, even with a dynamic cockpit (I mean one that moves around) you can't feel like you really are driving a real car. But you can at least use your hands and your feet like you would in LFS (if you have a wheel...) so it truly helps in real life, although it's very different.

Now getting back on topic, I too would like to have a test patch with the new physics and scirocco, because yes, I really want them, but also because people could find bugs. Now I know we may have to wait for a long time, and I can understand it, and I'll wait for the next progress report, if there is one.
Bokujishin
S3 licensed
My favourite cars:
Nissan Skyline R34:

And the R35:
Bokujishin
S3 licensed
I want DOF to see how it feels to drive without my glasses
As some others said, I wouldn't want it while driving, but I think some motion blur could be cool, though, because it's not limited to cameras, as your eyes see fast moving things blurred too.
Bokujishin
S3 licensed
An even easier way to get rid of the handbrake is to stall while on the grid. This way you don't move at all and you then just have to build your revs.
Bokujishin
S3 licensed
Quote from SL1DE :you can make a silly cockpit and look at a stooge or you can buy a real car...

thats my opinion, i'd prefer the buy a real car option.

Yay, that's cool for you
aoun decided he wanted to build a cockpit, it's his opinion too.
Bokujishin
S3 licensed
Thanks Takumi, but aoun will indeed give me a S2 voucher for being second
Aoun, I think what made people react like this is the fact that tonix's design "appeared" when you anounced the results, and nobody knew he was participating, because his design was not posted in the competition thread, while mine and Bmxtwins's were there for a few weeks.
In the end, your choice is the official one, of course, but at first, it looked like a "simple" copy of the picture you posted, so people reacted to that. More pictures of his design maybe could stop this, and you don't have to decide not to organize your next competition because of this one.
Or I would like to know what you were going to organize it about...
Oh, one other thing, you said the £36 voucher was the minimum prize, did tonix get more, or would I have got more if I had won (as you said it looked professional)? (just a matter of curiosity here).

PS: I ask again if you can change my picture for the results, please, here it is (it's a raw render from 3ds max, the design itself is exactly the same as in Inventor, while the one posted is a rough model):
http://img691.imageshack.us/img691/471/lfscockpitrender1.jpg
Bokujishin
S3 licensed
Quote from Ziploc :It would be nice if we could get some slightly better plans to build these.

You can see mine on the competition thread (a preview, at least).
I'm okay with giving my pdf to whoever wants it (I would be really happy to see it built too :razz.
I can't wait for my voucher, and I'm also looking forward to see the building of your cockpit, aoun.
Bokujishin
S3 licensed
Quote from Neto_r :just one little thing

how many degrees, its necesary for the pedals, from the floor

http://img80.imageshack.us/img80/3262/pedalsq.jpg

45ª ? 30ª ?

mine´s are horizontal with the floor


Regards

I just noticed this post, so here is my answer:
The shelf is 25° from the floor. I looked at pictures of existing cockpits or gaming seats for this, and it looked like several have the pedals positionned like this.
FGED GREDG RDFGDR GSFDG