The online racing simulator
Searching in All forums
(981 results)
Cue-Ball
S3 licensed
Quote from Jimmy_Lemon :go back a page neer the bottom posts i put a picture of befor and after, no settings changed just started lfs like normal with all screen settings the same

The numbers are taller, making them easier to read. That's all. Personally, I always thought the old numbers looked a little squished.

It's a difference of 3 pixels. That's it. Is that really such a big deal?
Cue-Ball
S3 licensed
Quote from Jimmy_Lemon :Ss he said ^ a option to change the size like a slider or somthing would be good, because on fairly high resolutions like 1680x1050 etc the speedos arent bigger but they look stretched and horrible

The only reason I can think of that something would look "stretched" is if you are running a resolution that does not correspond to the aspect ratio on your monitor. Therefore, that wouldn't be an issue with LFS, but rather it would be an issue with the resolution you are trying to display.

Can you post a screenshot?
Cue-Ball
S3 licensed
Quote from chanoman315 :the new speedos and revs marker are a bit big? x33.... i will like the option to choose at what size do u want them... same as the text

That's probably a lot easier said than done.
Cue-Ball
S3 licensed
Quote from Resound :I drive with a joystick which is necessarily combined axis for throttle and brake. I know there are a few wheels are there which are combined axis as well so they'd be affected by this too. What this means is that it's impossible to apply throttle while braking. I tried setting a joystick button to throttle as well as an axis so I could manually blip the throttle on down changes but it doesn't work. Is there a way around this?

You either need to buy another controller or use another input on the controller you've got. For instance, you could use one button for gas and one for brake or you can use the throttle slider that many joysticks have as the throttle. But there's no way to make a third axis on a controller that is, by definition, two axis.
Cue-Ball
S3 licensed
Quote from Jimmy_Lemon :Why should it effect 1680x1050 res then?

It's not a matter of resolution, it's a matter of physical size. If you're running LFS on a 17" monitor, the dials will be small no matter what resolution you are running. If you're running it on a projector, the gauges will be large - again, no matter what resolution you are running. Resolution has nothing to do with the size of the gauges, and even if it did there is absolutely no reason to put in extra code or functionality on a per-resolution basis.
Cue-Ball
S3 licensed
Quote from Jimmy_Lemon :Dont know if this has allready been said, but why is the rpm gauge numbers etc stretched and weird looking now in x33?

The numbers for the gauges were made larger since some people can't read the smaller numbers used by the analog dials on their small screens.
Cue-Ball
S3 licensed
Quote from ebola :I think people should show Scawen some serious respect for the X33 release.

Maybe now we can stop people bitching like spoilt brats.

I don't think most of the people here are acting spoiled at all. Quite the opposite, in fact. Many of us love this sim and really want to see it be as realistic as possible. When something as integral and important as the clutch is not working properly, I think it's our obligation to report it.
Cue-Ball
S3 licensed
The mirrors on the XRG/XRT/XRR are still messed up in X32. There's a picture of it on one of these threads.
Cue-Ball
S3 licensed
Mario - I think you summed it up perfectly. And your English is better than 90% of the people that live in the United States.
Cue-Ball
S3 licensed
Quote from AndroidXP :One thing I just found out is that the AI likes to change the line for overtaking or evading someone extremely quickly. Had a little XFR AI race a few minutes ago and an AI car approached from behind after I had screwed up a corner. I saw it coming closer and closer in the rear view mirror, almost touching, then it suddenly yanked to the right and promptly spun off the track

I've seen this same behavior. The worst part about it is that even with doing that quick change of line, they still fail to make the pass about 99% of the time. I think that the "passing" code is more designed for cars of different classes where the faster car is overtaking the slower car with a significant speed difference. In cars of similar speeds, rarely is there any passing in the game. The passing that is there seems to be mostly from one AI bumping the other just before a turn, which gives just enough room to get by. It would be nice to see a little more variation or, if possible, have the AI make a mistake every once in a while (enter a corner slightly too hot, brake just a little too much, etc). That would allow for a lot more variety and passing in the races.

That said, the AI are 100X better now than they were in Patch X.
Cue-Ball
S3 licensed
I just want to say what a massive, massive improvement the new AI is. They stay on track, they pit properly, they account fuel, etc. Best of all, I can really see the difference between the Newbie and Pro levels now. Before they ran very similar times, but now the Newbie level should be good enough for beginners to keep up and pass, while the Pro level should be tough to beat, even for veteran players. Huge, huge improvement overall.

Hell, I dare say that now the AI players are faster and hold better lines than most of the humans I've played against.
Cue-Ball
S3 licensed
Quote from Scawen :I don't have any plans to make any changes to physics before Patch Y. Patch Y must be out this week so I've just got a couple of days to fix a few more bugs, so there are then another couple of days in final testing with no more changes other than crashes and showstopper fixes.

It's great to hear that the patch is on schedule, but I'm still let down by the clutch behavior.

Quote :The clutch seems to work fine as most people agree, it's easy to drive with if you release the throttle when you change up gears. Real clutches don't have grip that massively exceeds the engine torque by great multiples, there is clutch slip if you release the clutch when road and engine speeds are greatly mismatched. And real clutches do overheat quickly as well. So no real problems. As I've said before the engine simulation needs a big improvement but at the moment the clutch modelling doesn't seem any worse than the engine modelling and does its job quite well.

While I agree that the clutch is driveable and raceable, I personally wouldn't say that it's working quite well. While you're right that most clutches don't exceed the engine torque by great multiples, they also don't need to. As long as they have more clamping power than the engine has torque, even if it's just by a very slim margin, they don't slip. I have never, ever driven a car where the clutch would slip during powershifts unless that clutch was already very old and worn, or if it had been severely abused (lots of slipping of the clutch during launches, or "hill holding" with the clutch). In real life, clutches simply don't slip just because you made a fast shift. Either the tires will slip or the engine will bog, because the clutch is more powerful than both. Even with sticky drag radials and slicks, stock street clutches can usually hold the power no problem.

Like I said, the current clutch behavior is good enough to turn laps, but I do not believe it is realistic and I think it actually removes from the immersion.
Cue-Ball
S3 licensed
Quote from TheBandit_92 :Anyway... Any bugs yet?

Yeah, the clutch behavior is still broken.

I've been waiting with baited breath, hoping that we would get a new patch today that would fix the clutch issues. We got the patch, but the most glaring problem - the clutch slipping - isn't fixed.

I'll be patiently waiting for the next test patch, hoping that the clutch gets fixed.
Cue-Ball
S3 licensed
Quote from Hyperactive :Other than that it is great that finally the R4s could be usable as well but it seems a bit gamish solution to have so big differences between R2/3/4. 15 degrees steps per each set in optimum temps? Add the grip differences and you will still have one clearly best tire compound, if it is the R3 in the GTRs now. If the devs want to make the different tire compounds more equal and each usable - shouldn't the differences between the tires be smaller? Or offer more than three coumpounds to choose from? The best tire compound should be really different in 5 laps race than it is in 50 laps race. Just thinking aloud in wrong place .

Scawen said that the R1s were there purely for the MRT and to function as autocross tires, where you need them to heat up fast and be sticky for a minute or two. I guess that would make the R2s very soft qualifying type tires. If that's the case, I don't think that we should expect a whole lot of laps out of them. They could still be quite useful on short races though. Especially short races in the lighter and less powerful cars.

While R3s might be used a lot more now (which was the intention), R4s might still be handy for endurance races at the twistier tracks. Also, if LFS ever gets variable track temps, the differing compounds will be much more useful. Hot tracks will almost require the use of R4s while cold tracks could very well allow the R2s last for many laps without overheating.
Cue-Ball
S3 licensed
Quote from Cr!t!calDrift :As fun as it is, people can be really immature about the seriousness of Live For Speed.

Lots of drama, and I myself, being a keyboard racer, am not the best out there. But I like to have fun like anyone else. So when I am racing in single seaters on CTRA, and I crash, I get flamed. At times I just leave the server before I crash because of all the stress.

People are just too....critical...

I've never seen anyone flame a person for crashing. I've only seen people flamed for carelessly crashing out someone else. If you want to slam into the barrier at 200mph, go for it. But don't ruin someone else's race. It's simple common courtesy that people who are on the track be able to handle their cars without being a danger to those around them. Even if you don't take the races seriously, other people do. Ruining their race is unacceptable.

Otherwise, crash away!
Cue-Ball
S3 licensed
Quote from Moonclaw :For me the pitstutter got worse in X30/31, no unnecessary background programs running, files are not fragmented. Usual stutter lenght for me is about half second whenever someone pits out, even with a skin already in memory.

Does it happen in replays too? If so, please post one.
Cue-Ball
S3 licensed
Quote from Riders Motion :The 'anti-cutting' tires at the chicane are disapearing from the spectator view, see screenshot.

I'm sure that's because of your graphics settings. Turn the LOD sliders all to the max and I bet they'd be there.
Cue-Ball
S3 licensed
Quote from JTbo :Clutch should handle 10-15% more torque perhaps or maybe fault is somewhere else?

I think that 10-15% is not even close to enough. Even very light vehicles with weak engines have clutches that can withstand hundreds of pounds of torque. You might blow a clutch plate into tiny pieces, but it's probably not going to slip unless you slip it a lot and overheat the clutch during use. Clutches just don't slip like they currently do in LFS. Aftermarket clutches and (at least some) race clutches are even LESS likely to slip because they use a very "sticky" material and they use centrifugal force to increase clamping power (the faster you rev, the tighter they grab).

Clutches should overheat and slip IF people are slipping them during launch or riding the clutch a lot. They should not slip at all when the pedal is being released normally, even if the driver is powershifting.

If you rev a car and dump the clutch, there are a few possibilities of what would normally happen:
1) The tires break loose
2) The tires grip and the engine bogs or dies
3) The clutch, rear end, U-joint, or something else breaks
4) The clutch slips

I've never in my life seen #4 happen before #1-3. In fact, the only time I've ever seen a clutch slip is when it gets very old and worn or when it's slipped several times in a row during launches. #4 should never happen on an unmodded car without slipping the clutch a lot, because your clutch should always be able to withstand more torque than your engine can produce.
Cue-Ball
S3 licensed
There's a sub-forum on RSC dedicated to building your own sim cockpit. MANY people on there have experimented with fresnel lenses in single and triple-screen setups. Go there for inspiration and ideas.
Cue-Ball
S3 licensed
Quote from BlueFlame :A speedo on a race car is an EXTRA, it's not a necessity, so you will just have to deal with it I am afraid, if Scawen wanted to be 100% accurate, the GTR's wouldn't have speedo's. What would you say then?

I'd say "woot"! Then I'd do a little happy dance around the room.
Cue-Ball
S3 licensed
Quote from UruNico2641 :It seems, but I'm not sure, because it didn't happen on my Laptops, seeing they are wireless, I'll check on that, BRB!

Also, when the game gets slow, in big races, The Graphics for the Scenery and track degrade.. badly.. I don't know if maybe the game is intending to do this as to not crash, but is this normal?

Have you tried viewing a replay when this kind of stuff happens? If the replay shows it, it might be easier for Scawen to investigate.
Cue-Ball
S3 licensed
Quote from anttt69 :When does this patch go live?

Before Christmas, assuming Scawen can find and the bugs that have been reported.
Cue-Ball
S3 licensed
I use 95 degrees with my projector. I just checked Bob's FOV tool and it recommended the same. Can't get any better than that.
Cue-Ball
S3 licensed
Quote from Mako. :Well, yeah, you dont HAVE to, but I would want to spend about 1500 for a good computer, and then some more for a 20" monitor, and then get a G25...

<snip>

BUT, i DO want to get a comp... maybe not a 1500 one, but a $800 one and a better monitor, because my hardware os aging, ghetto, and half assed rigged together and held with zip-ties... kinda like a 17 year olds drift mobile!

I think you are VASTLY overestimating the cost of having a good sim racing setup. Take a look at the link in my signature. Most people agree that my setup is pretty darn immersive, and it didn't cost me that much at all. I paid $600 for my projector almost two years ago (the exact same model sold on eBay yesterday for under $200). I run a G25 that cost me about $300, but they go for about $250 now. My computer is a second-hand from a friend. I got it for $150 and it runs LFS at 50-80 fps easily, even with a bunch of AI on South City. My seat was free, taken from an old car. That's pretty much it other than headphones, cables, and normal stuff you probably already own. My setup is situated in a closet. I can easily tuck it away if I need to and it takes up almost no space at all.

Making a good sim setup does not have to be expensive, nor does it have to take up a bunch of space. Those are just excuses that people use when they don't want to make the effort.
Cue-Ball
S3 licensed
The XRG and XRT both still use H-shift, as does the FZR. It's not like you can never use H-shift in LFS now that the XRR has changed. Just drive the FZR instead of the XRR for races in that class, or spend a little more time driving the XRG/XRT/FZ5/etc.
FGED GREDG RDFGDR GSFDG