The online racing simulator
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DarkKostas
S3 licensed
Quote from ab12 :Nobody ?

You need to use your "players" table instead of connections. It's PLID instead of UID Wink
DarkKostas
S3 licensed
Thanks for the opportunity for this change. 4096 is indeed useless for both the eye and the file size over the quality it will provide. 1024 as for the new default and 2048 for paid(unless this goes for free as well), would be the ideal i believe.
DarkKostas
S3 licensed
Quote from GT4_PL :

I was always thinking about that and would love to have this changed to 1024(low)/2048(paid), but that would cause too much bandwidth for the lfsworld and i guess it won't happen.

Skins having letters especially in small size or not possible to be clear and understanding when downloaded in 512.
DarkKostas
S3 licensed
This "adds" the current selection into the new position. Your video is a good example though of why i'd like to have something like that. Check your cones? The ain't aligned perfectly.

So if this could be implemented. You would:
1. Add a cone.
2. Dublicate it
3. Hit the X's "^" twice
5. Go back at 2.

That way you can have perfectly aligned cones with same spacing.

Once you're done, you can do as you've done to the video and copy them to another place.
DarkKostas
S3 licensed
Quote from Scawen :I suppose you mean for concrete objects, you want to create them in that position then move them to a different position? But the way the system works, you can't have the same objects in the same position at any time.

So I'm not sure how to help. Can you describe an example of the situation where it might help?

Do you know the SHIFT+O / SHIFT+M keys to position objects to the nearest metre? I know it's not really what you are talking about, but it helps when objecs are aligned on the metre grid, then you can easily align other objects to the metre grid as well.

I see. It could be useful to align the objects into the same X or Y and Z. So you dublicate it, and move it a meter on the left, then dublicate and move plus one meter on the left again, so they are all the same with same spacing,
instead of having to place the new one and then move it manually into the new position.

I didn't know about SHIFT+O/M, i'll give it a try later.
Quote from Scawen :LFSORDLL.dll is the Rift DLL for the older Oculus runtime. The old LFS.exe uses that one. The new LFS.exe uses the ORDIRECT.dll to use the Oculus 0.6.0.0 runtime.

Thanks for your answers. So i guess people using the new version can just remove the LFSORDLL.dll and keep just the other one Wink Cheers.
DarkKostas
S3 licensed
A small suggestion as you are working on it. Can you add a new button for layout makers to dublicate the object into the same position? Like "o" but into the same x/y/z. Maybe "n" (new) ?

Also what about the new .dll? Do we need both of them?

EDIT: Oh and while you right click at the "x/y/z" in multiple objects, it would be nice to be able to set them at that value, cause now it only works in a single object. It's helpful to align them into the same coordinate.
Last edited by DarkKostas, .
DarkKostas
S3 licensed
Quote from cargame.nl :I know citydriving does it in some way.. Didn't researched how this is been done yet but yeah, people with high ping are a problem for years already.

You can get someone's IP while connecting right? What if you run a custom ping command on that IP and return its value into the insim?

Just a quick idea that came into my mind.
DarkKostas
S3 licensed
Quote from Bass-Driver :Well it whould be nice if we could select opjects(Tires or haystack) that you set as NON disappearing/refreshing opject. So that use that opject as "ball". Because for a soccergame you need atleast 3 drivers now.
otherwise you have 2 drivers or you can play with yourself.

Object physics are not synced once you collide with an object. So that wouldn't work.
DarkKostas
S3 licensed
Quote :level = 0
tempDistance = C.TotalDistance

while tempDistance >= 50 do
tempDistance -= 50
level++
end

putyourbuttonhere("Level: " + level)

This will auto "increase" your level for each 50km
Or you can also add
hardness = 1 //outside of the loop
and then inside the loop
tempDistance -= hardness * 50
hardness ++
DarkKostas
S3 licensed
Forgot about the /view command. "Worst" case scenario, you can make a small insim program that will press /view at "IS_STA" (check Docs/InSim.txt for more)
DarkKostas
S3 licensed
You can use a script to press V (3 times?), whenever you want to switch your camera and bind it to a keyboard button or even a controller button. Read more about how scripts work here:
http://en.lfsmanual.net/wiki/Script_Guide
DarkKostas
S3 licensed
Quote from Scawen :Again and again I say, we are working on this at the pace we like. We don't use the help of others because we like it this way. Just don't expect things out quickly. If you want more variety than is available in LFS, go and race in a different sim for a while. That is fine! Come and race when there is something new to try out.

So much true on this one. I keep on following your posts for updates and come back to LFS once i feel like i want to enjoy driving a proper simulator again.

Unfortunatelly sometimes instead of seeing a nice update post i see people crying for more and more stuff...

Just take your time and and enjoy what you doing instead of being forced and in a rush doing silly mistakes/bugs.

We all would like to see more content and something refreshed that can rise up this great sim again to the top.

Until then i'll take a break and try something new, then come back again and thank you for every single second you dedicated on that, cause there's nothing else that feels so close to real life.

Now im going back to my cave and maybe play something else while waiting for the next update.
DarkKostas
S3 licensed
Quote from XT Gamer :Funny video ^^, however I think it's not too hard...

Same, especially with a stable car like XRT or FZ5 which has more power.

Great idea though with the moveable object
DarkKostas
S3 licensed
If you don't show us more code we can't help you like that. I am guessing you are using wrong button id, or could be anything.
DarkKostas
S3 licensed
Don't know about open configs, but you also can't use layouts.
DarkKostas
S3 licensed
Quote from Scawen :Ah but it's not a starting position. I don't have any plans to implement something complicated like that (custom grids). It's just, "move this existing car to this position" and nothing more.

So, the number of slots for starting positions is really not related. They are limited by the number of "pit start positions" but it's really not easy to update that without releasing an updated track, which we don't have plans to do.

Thanks for your answers with sicotange, as he said i was thinking exactly the same, by having a custom grid so we would also have more slots into the track by using a starting position.

About the 1st one. Once you load a layout and the InSim gets this packet, LName is empty, unless you load the layout as the host(either hosting through game, or using /axload into a dedi-server), so what i am suggesting is to "Enable" LName for remote(non-host) players as well.
DarkKostas
S3 licensed
Quote from Scawen :InSim updates, not for this DK2 patch because it is 100% compatible.

But they remain on my list for the multiplayer-incompatible Westhill update.

- Position car at X, Y, Z, heading / repair y/n / ground level y/n
- Autocross object ground level y/n

Hey Scawen, thanks for liking and implementing my suggestion once again(after the cached packets on connection).

I'd like to make 2 little hopefully easy to add as well suggestions.
1. Add support on this for remote loaded layouts(from clients instead of just server)
char LName[32]; // the name of the layout last loaded (if loaded locally)

2. If it ain't that hard, once you have set a "starting position" it will override the track's maximum pits with the server's maximum cars on track. For example AU1 has 16 slots max, by setting a starting position, it will set them to the maximum "cars on track" which is usually 32 by the server.
DarkKostas
S3 licensed
Quote from Scawen :Thanks for the inspiration, Daniel.

Texture speedup is now included in LFS (in Test Patch 0.6F7).

It's not an option, it will always do a speedup if it loads a file which could be improved, so it will be faster the next time.

https://www.lfsforum.net/showthread.php?t=86202

Just a little suggestion into that, make the full LFS installer already include the converted images so new users won't see this spam over and over

I had tried this program before and it boosted the loading like 10x or more! It's great to see this implemented by default.
DarkKostas
S3 licensed
Quote from HonzaQ4 :Can i receive players ping info? skins names? or when someone turns off his engine?

No, Yes, No(you can through outgauge, if rpm <500 or something).
For skinname

struct IS_NPL // New PLayer joining race (if PLID already exists, then leaving pits)
{
...
char SName[16]; // skin name - MAX_CAR_TEX_NAME

DarkKostas
S3 licensed
Quote from HonzaQ4 :I have been working on .NET about 2 years, But still can't get complete cruise InSim, then i restart from 0.

Can you just add to that 'Great' Sample you made long time ago save system pls, i will be so thankful!

I know it's not time for that DK, but we are just bunch of nubs, and you are our coding leader, so help us little ^^

Regards..

Hello mate and thanks for your kind words. These days i don't have much time so i can't just go and post my MySQL based saving file, but i think i had posted some detailed information somewhere on how to make or even that file as well. I'll do a quick search on my posts and say if i find something. You can PM me in ~a week if you didn't find a thing and i may be able to help you further
DarkKostas
S3 licensed
Quote from Dygear :Here's an InSim packet that I'd like to see. IS_TRE (Tire)
...

Or for more compact, it could be bitwise
DarkKostas
S3 licensed
Quote from Scawen :The thing is that I really need to support those "flag lights" that are positioned around some of the race tracks, the ones which have blue, yellow, green, red flags (I guess, without looking) for race control - because they may be more visible than a flag.

They are just sitting there at the moment but obviously should be animated. If the code is implemented to make them work well, looking like lights that can be switched on or off (in a more general way than the existing start lights, which could also be improved in the process) then it seems quite a simple leap to implement some traffic light logic, for a crossroads etc. (if we were in the process of updating South City).

Or you can just disable the "green light" and with the "non-glued-to-ground" insim object support, you can add similar to chalks, colourful balls and server/insim owners will be able to place them as lights at the traffic light
DarkKostas
S3 licensed
Quote from Scawen :It looks easy at Blackwood. Without having to release an updated track, it looks like I can just detect those start grids and increase the number of rows.

At Fern Bay RallyX Green it looks like I can add 1 row easily, limited by space. But do you really want more than 24 on that track?

Have I missed anything else? I'm not sure if there are any problems with that, I guess not but then I don't know why Blackwood Rallycross didn't already have more grid spaces. Maybe we just forgot it?

That would be lovely, also that's a nice suggestion.
Quote from DANIEL-CRO :And perhaps just remove limit of 32 cars if custom start point is used, because in that case there is no need that every car has its garage place

(remove the limit and make it as 'max_cars_in_track')

Also i'm so happy about the new packet coming up. Thanks for it! If the suggestion above gets implemented as well, we will be able to set out custom grid and starting positions.
DarkKostas
S3 licensed
Quote from cargame.nl :And why? I think thats a bad idea. Controlling somebody else's name is not nice.

Agree. Unless it only gives you the ability to add a "prefix" like a tag. But that will keep your original name.

What i'd like to see is a


struct IS_STC { //SeTCoordinates
byte Type; // Value TBA
byte Size; // 20
byte SubT; //
byte PLID; // PlayerID

int X; // X map (65536 = 1 metre)
int Y; // Y map (65536 = 1 metre)
int Z; // Z alt (65536 = 1 metre) word Heading; // direction of forward axis : 0 = world y direction, 32768 =
bool ResetCar; // Reset car. 1 = Fix it, 0 = Keep it same as it was.
}

And some more things which i had in another topic. One of them was to auto-spectate somebody if they drive an illegal car once you set per-player cars, same as it works for /cars command. And one more was to finally have LName @ AXI work for remote clients as well. So you can get their layout name.
DarkKostas
S3 licensed
Quote from Scawen :Do you (anyone) think it is a bad idea to enable AA by default?

Not really. It's fine! Also can you disable "window on connection" by default? Is it needed anyway? Connecting is almost instant nowadays
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