The online racing simulator
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Degats
S3 licensed
Quote from E.Reiljans :30-50 ms difference is pretty huge really, would you rather prefer 50 ms ping or 100 ms ping in a, for example, first person shooter?

I never said it wasn't huge for near(ish) servers - but when the intercontinental links are 300ms+ themselves, an extra 10-16% isn't going to make all that much difference in the grand scheme of things
Degats
S3 licensed
The biggest latency difference between fibre and copper is usually down to the trickery required to get the high speeds down the copper and not succumb to massive packet loss. Switching interleaving off alone on an ADSL line can reduce ping by 20ms or so.

ADSL commonly has a 30-50ms time to the first hop. It's usually fibre all the way from there. I get twice the latency to my local exchange, than from the exchange to the middle of Europe.
From what I've seen of pingtest.net scores (fairly unreliable, I know) fibre lines usually get <15ms to wherever the test server is, often <10ms. The links to the local exchange/fibre backhaul are going to be a fair bit lower.

Having said that, 30-50ms isn't going to make a whole lot of difference when 300ms typical pings to the other side of the world are concerned, although a couple of peers with ADSL are going to be 60-100ms slower to eachother than they would on fibre.


For what it's worth, LFS can handle high ping quite well, providing it's stable. High jitter tends to confuse the prediction system though :/
Degats
S3 licensed
And if the vertical bars turn red, you've run out of suspension travel and are hitting the end stops.
Degats
S3 licensed
Quote from sempre_r10 :Don't know if LFS has an option of using an axis for looking sideways

LFS supports 6 DoF axis look as far as I know.

You may want to give TrackIR (or one of the free alternatives) a try - it should be more natural to move your head slightly to look around rather than curling your toes
Degats
S3 licensed
Don't forget that memory is only half the issue - the card still has to be powerful enough to do something useful with all the pretty pixels.
Degats
S3 licensed
It'll only detect modified .exe files afaik. Memory hacks will probably always get through, until the server software detects such things.
Degats
S3 licensed
Quote from pako_customize :Daaamn guys is it possible to use Trackir v5 for Lfs ...it woud be just great

Yes.
Also, wrong section.
Degats
S3 licensed
From the man himself: http://www.lfsforum.net/showthread.php?p=897385#post897385

"As a rough comparison, compare a Citroen AX GT with a Golf GTI." (Comparing the size of XFG with VWS)
Degats
S3 licensed
Quote from sinanju :Do you really need the Z co-ordinate?

Potentially, if a bridge is involved.
Degats
S3 licensed
Quote from Bean0 :I have not tested, but it may be possible to preview them from within LFS without quit/reload by swapping from compressed/uncompressed textures in the options.

That works for textures by switching between high res and low res - this is how I preview mine.
Degats
S3 licensed
Quote from ChiliFan :ok this really isn't a valid point when you look at lfs' crash physics

Not quite - LFS' collision detection sucks in certain situations (lag, when a tyre comes into contact with certain corners of objects or another tyre). Other than that, what happens to the car itself when rolling etc is remarkably realistic, aside for lack of air resistance when spinning round a single axis at high speed.

From what I've seen in iRacing videos, the cars do some weird stuff while rolling etc.
Degats
S3 licensed
Quote from Driftovios :I dont think that the wireless connection make you lag since you have a good signal strength

Wrong.

The encoding of the frames itself introduces a small amount of latency (usually single digit milliseconds, so not really an issue)

The main problem however, is that packets will get lost.
Sometimes they are lost for good, causing disconnects or your car to disappear briefly.
Usually they just get resent sometime later, once it's noticed that the packet has gone missing. This means that a lot of packets, when they eventually arrive, are late. The unpredictable timing of packets' arrival means that LFS's car position prediction is getting out of date - therefore inaccurate - data. This results in cars appearing to jump around and can cause collisions when it shouldn't.


tl;dr:
Never use wireless (or to a lesser extent Ethernet over Powerline) for gaming, if at all possible. A trusty Cat5e cable is your friend.


edit: The OP's main problem is probably CPU related as mentioned before me. Any form of wireless internet will only make things worse.
Degats
S3 licensed
Quote from jagy :no they dont say anywhere that they will denied using skins without warning.

Quote from Skins upload page :
Rules and regulations:DO NOT upload skins which contain offensive images!
If a skin that contains nudity, pornographic, racist or any other extremely offensive content is uploaded, the skin(s) will be removed without notice and you will no longer be allowed to upload skins here.

That isn't enough warning?
Degats
S3 licensed
Quote from Nadeo4441 :
BTW did you notice that those tyres have shadows? I don't think current LFS has that feature

Sorry to spoil the fun, but they're only fixed track objects. Check the LFS/RL comparison shots - those don't have shadows.
Degats
S3 licensed
It's easiest with arrow keys, but still not too difficult with WASD.

Ring finger for A, Index finger for D, Middle finger for both W and S. I can press either W or S or both at the same time without moving my middle finger off the keys - only moving it to push down in a kind of rocking motion (like a rocker switch).

It's pretty straightforward for me and this is how I've always used arrow/WASD keys. Maybe I'm just weird
Degats
S3 licensed
Using 3rd party programs such as this to drive for you is widely considered cheating.

Considering how easy it is to blip with they keyboard, I don't know why you'd bother anyway.
Degats
S3 licensed
Quote from OneGODFATHER :From my point of view i can't see anything that would harm either the players or the producers of LFS if you modify your cars in the game

A large part of the harm caused is that the mods screw with the collision detection.

As the cars used by different players are different shapes + sizes to what LFS is expecting, (when one or more person is using one or more .vob file mod) there are unwanted effects from the collision detection. The result is that the player with modified car(s) and/or other players get thrown away at high speed in a similar fashion to exceptionally bad lag hits. This can cause quite a mess.

In short, do not use modified cars online. It'll just ruin everyone's day.
Degats
S3 licensed
Fair enough, I don't remember ever seeing that post. I've found it now and quote it for reference:

Quote from Victor :It's pretty certain an S2 -> S3 upgrade will be 12 GBP yes. It's a logical price.
But we must reserve the right to change prices at any time, if that appears necessary (the pound's dropping in value again, who knows what the UK economy will end up as), so we won't make an official price statement on our site yet. Also because S3 licenses are not yet available there either, there's really no sense in setting an official price.

At least I was half right
Degats
S3 licensed
Quote from JasonJ :This statement has no merit

Quote from JasonJ :Each S1 S2 S3 costs the same

Neither does that one. The devs have not confirmed (perhaps not even decided themselves) how much S3 will cost.

It is generally assumed it will be a £12 upgrade, but not set in stone.
Degats
S3 licensed
The limit varies depending on the quality settings of the .wav
I can't help you anymore than that, because I haven't found out what settings yields the longest sound myself.
Degats
S3 licensed
I don't remember seeing any of that info in insim.h.
Degats
S3 licensed
Yes. TC.
Degats
S3 licensed
Regarding the skin - you've probably saved your skin as XRG_DEFAULT at some point. That skin loads whenever someone (you or anyone else) isn't using a specific skin.
Degats
S3 licensed
PLL only tells you when a player left the track/race - not why.

If you want to know the difference between a wrong route/forced spectate and shift+S, you will need to use MSO messages afaik.
If all you need to know is that a player has entered spectate and don't care why, then just use PLL.
FGED GREDG RDFGDR GSFDG