I suggest you do some more google research yourself.
Look up "brush tyre models" - that's what the current LFS tyre physics is a variation of - not Pacejka, which I understand is getting a bit long in the tooth.
That's a great idea. It seems to me that it is also exactly the sort of thing the devs could and should be working on.
Aside from creating a better racing environment, it would also help in pulling the community together, having these server specific web pages as part of the LFS site would be cool. Linking data from the racing system to the main website and the forum... could have user review of servers - like amazon
Interesting idea. What about the first few corners, particularly where the track is wide?
Many incidents involving unacceptable driving occur in the first few corners. There are lots of cars side by side. There is no 'normal line'. People get shunted into others. People deviate from their line to avoid being shunted... etc.
Do you ignore starts ? maybe hope that folks who are naughty at the start will be bad elsewhere and eventually get punished for that reason...
I guess it can still work as long as you start at the back and build some sort of 'blame tree' so if someone has been shunted themselves prior to causing an accident, you don't blame them - you pass the blame back.
My main worry would be that with 95% accuracy, you still might get some poor unlucky racer who just gets a string of false positives, then gets banned unfairly - sure for each individual, the chance is low, but the more races and racers there are, the closer the probablility gets to 1 that it will happen.
And it may work out that a few people due to racing style (not unfair, just slightly unusual) set off a lot more false positives due to blind spots in the algorithm...
I think this is way too simplistic. e.g. If someone is in lots of close battles, they could be a great racer, but spend a lot of time off the racing line. Yellow flags are also flawed IMO...
I think that the only sensible way to use automation is to create and train an advanced AI that uses a large set of data input. You would have to spend a lot of time 'teaching' it. And in the end, it would probably still only be useful as an aide.
If it used data including but not limited to: position, speed, rotation, control inputs, tyre grip state for all cars within a set distance of an incident, over the time from x seconds prior to x seconds after the incident. Combined with detailed info about the track, and some sort of 'understanding' of physics and what a driver can be aware of.... you might be able to use an advanced neural net combined with heuristics to over time build up enough 'knowledge' in the system to get a reasonable percentage of decisions correct....
You would have to present the system with sets of data and tell it who was to blame, who was in the wrong and who was an innocent party....
Maybe after a few thousand inputs or more, you might start getting somewhere ?
Didn't happen to me once! maybe because I always respected blue flags and other drivers ?
I guess you would only be complaining about this if you kept ignoring blue flags until it was too late ? Lack of respect for others ?
Sounds like the reasoning of a crasher to me - why else would you be annoyed about a system that effectively stopped crashers?
For the same reason that IRL criminals hate the law?
Wow, that is a really difficult programming challenge. To write AI powerful enough to make a correct and fair decision in all but the simplest of collisions would be a massive achievement. How did it work ?
Or was it just to help the admin rather than to replace?
That's my understanding as well. Many years ago, devs made it clear that they didn't want to get involved in this side of things. I hope they change their minds about this in the future.
On a positive note, if you look at the real world, there are countless clubs in various sports and pastimes where amateurs give their time freely to work as chairmen, treasurers, referees, coaches etc. It is not unusual for folks to take on roles of responsibility and give a significant amount of time unpaid. It's all down to perceived value within the community.
If suitable organisational structure is developed, and there is community support, I think getting people to volunteer as admins is not an insurmountable problem.
Well, as you just pointed out, having the 'explanation' and the website changes whether people care about having a points system.
Everywhere in the world where there is sporting competition that people get excited about, there is some sort of points system where results and standings are posted publicly. Otherwise there would be no competitors... funny that.
I think that the fancy (very professional and high quality) website was a big part of the success of CTRA, and the reporting was the other major thing it had going.
Without a points system with achievements with web presence, and without a good reporting and moderating system, whats left? a server! so what.
If the work load for mods is too high, maybe the reporting system could be tweaked to avoid having most of the 'racing incidents' reported. e.g. if someone reports an incident that is not a clear infringement, then they themselves are penalised - points fine, temp ban etc.? That way you'd get all the wreckers, but the other stuff folks would deal with themselves.
As far as getting people to be mods, if you have a nice pro website and a big user base, then you are more likely to get volunteers to - there will be kudos if it's a core part of the community and there is public recognition of their importance. It works for forums.
People like to feel important, powerful and respected within a community. If the value of the service you are providing is high enough, you will get volunteers. But it would have to be a damn sight more than just another scripted server.
That's another reason why I think it needs the devs behind it - if it's THE official system, then people will want to be mods.
IIRC the folks individuals who created and ran CTRA fell out in a big way, and that soured the whole endeavor. Unfortunately, 'office politics' are always going to be a problem for something like CTRA. Too much work for 1 person, you need a Team. If you have a team, you need to have a leader, because folks don't always agree. Finally, if someone has a different opinion, and you tell them to 'suck it up' because you are in charge, then you better be paying them to take that shit from you .
So in the end, it isn't going to last without funding from somewhere.
Which is why I feel it can't work without support of some kind from the devs.
Maybe they develop the system and the community moderates it? That would get around the problem of breakups due to policy disagreements...
Alternatively (but much less likely) a third party develops and runs the system and is funded by the Devs.
Or Devs provide hosting, integration into LFS official website and 'official' status, giving a 3rd party a better chance of making enough money through Advertising etc. to fund the project ?
I'm no business expert, but there must be a way for something like this to work?
Didn't mean to get your hopes up. I have no plans to develop something like this. I think it would only work if it was official with the devs involved - collapse of the original CTRA proved that.
The best racing I ever had was on the second tier CTRA servers. I remember it being difficult to get on the server sometimes due to popularity.
Third tier was usually empty, partly because CTRA was still young so not enough people had enough points, and partly because a lot of folk felt that the best racing was in the turbos
I was thinking more of something the devs might be involved to some degree - assuming there was enough interest.
I'm not interested particularly in 'teams'. CTRA wasn't about teams getting together either for a big inter-team project either.
I'm just thinking about the fact that there's not much structure to LFS as a game. Just go on-line and try to find a sever.
I don't play online these days, but I understand that its hard to find good racing sometimes.
I reckon if there was an official future update that included a system similar to CTRA, then the official update would bring lots of racers back online, and the structured system with achievements and tiered racing would hold a lot of peoples interest, so activity wouldn't drop as fast.
As I mentioned in another thread recently, I think that CTRA made such a huge difference to the quality of the online racing experience in LFS that many folks lost interest (to some degree) when it closed.
For me, of all the things that could be added to LFS that might make it better as a gaming experience #1 is a new CTRA type system ideally created or officially supported by the devs.
So I figured a poll would be interesting, to see what other folks think about this.
I've split the selection up between folks who used the original CTRA, and those who didn't.
If you don't know what CTRA is, please do some research to get an idea how it worked before voting
This is a very good point. In a true simulation of motor racing with pickup racing and no structured hierarchy, only the more talented or very hard working drivers will have much chance of winning.
Newbies and folks with full time jobs or other similar commitments are going to be at a disadvantage compared with layabout students and schoolchildren .
I haven't played for a long time because I currently don't have a PC. I used to be pretty fast - no alien - but I usually had a chance. Last time I made a 'comeback', I was vote banned from a few servers "too fast, don't recognise the name, must be a cheat" seemed to be the reasoning, or it might have just been vindictive - "he's winning, so lets ban him". That's the flip-side of the frustration you describe.
The only time this problem of ability levels was sorted was when the CTRA was in action. IMO the Devs really will have to work on this side of things a bit harder. Maybe it's something Victor could work on as an expansion of the website side of things ?. CTRA really did turn a great sim into a great gaming experience for people at all levels.
LFS needs a CTRA style tiered competition system to give everyone a better experience, and it has to be official for it to work long term. We all know that a lot of people have stopped playing LFS. I think that for many it's not because of any weakness in the sim, or lack of content, but because CTRA closed, and it's never been the same since that day !
You missed my No1 missing feature (and I'd think it's one Scawen want's and intends): Live Track! ie. dynamic changes to track surface and grip caused by e.g. rubber laid down, marbles, dirt, temp changes, puddles, drying lines (no point in having 'weather' until there is a good dynamic track surface model), ruts forming in rallyx.
IMO this is by far the biggest missing component in the sim and will be a major challenge - particularly in terms of netcode. I think/hope it's the next 'big' development project for Scawen after next gen tyre physics has been completed. I'm sure he'll do lots of smaller bits and pieces in between.
I think he means, if the devs cave in to community pressure and release if before it's ready, it won't be as good and won't have the same lasting appeal.
So he thinks they should ignore all the whiners and haters and take however long it takes to get it right. Then it will be so good that we'll still be here 10 years after that waiting for the next update.
These wire frame graphics are from a non-realtime model Scawen has developed to help him produce data for testing and developing the realtime tyre model.
I think?? he only started this approach after the tyre phisics in 0.6B were already done. So there can be no comparison, because there is no equivalent non-realtime model for the 0.6B physics.
Scawen is working on a new version of LFS. When it's done it will be released. Until then, some will whine and complain. Some will defend the devs. Some will throw their toys out of their prams. Some will wait patiently. Some will leave. Some will join. Some will troll. Some will feed the troll.
And one day they will be right!
And maybe one day we will be too... unless they are first!?
..........
The end of the beta is nigh!
Repent ye haters
REPENT ye or burn (badly modeled rubber) for eternity in rFactor
Repent ye and be saved by the power of the physics update
For Scawen has spoken and the word is "soon we hope"
And so it shall be that "soon" the forum will be cleansed of whiners
Cleansed in a mighty flood of download mirrors
And we shall see the light
And it will be green.
I wonder if we didn't get a Christmas prezzy because Scavier are aiming to do something on LFS's 10th birthday?
We certainly need to do something for the 10th anniversary, even if the dev's don't.
Does anyone know when the first demo was made publicly available?
The main problem I think is that in the interest of realism (and maybe to allow for realistic ESP?), Scawen wanted to limit the setup options of the Sirocco to realistic parameters. With a setup like the real car, the sim didn't behave correctly.
All the existing cars in LFS have many setup variables and wide setting ranges in each, so it was possible to make the cars more realistic/manageable by using less realistic setup options. The intent in the future is to restrict setup options to more realistic values.