The online racing simulator
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Dygear
S3 licensed
Very cool man, great job!
Dygear
S3 licensed
Love that it's on crates.io, congrats for getting it out the door. I've been a huge fan of Rust for a while now and I'm glad to see a real InSim implementation out there. I 100% agree that programming an InSim application in what ever programing language is a great introduction into the language it self. It touches so many areas and requires knowledge about various levels of the system. I didn't really "get" PHP until I built PRISM, even after years, and years, and years of working with PHP professionally.
Dygear
S3 licensed
Worth a conversation with Scawen then.
Dygear
S3 licensed
Quote from ScottLy :I did come across a notice on GitHub indicating that something had expired. I would appreciate it if you could provide more details or guidance on this matter. Additionally, I'm interested in understanding the current state of the project and any ongoing efforts.

Your invite expired. I have resent it.

Quote from ScottLy :My focus has been on thoroughly testing the 0.6.1 release, starting from the official release point rather than the latest GitHub commits. The goal is to assess its compatibility with the latest PHP version, specifically PHP 8.2.

As I re-engage with the project, I am keen on fostering community involvement. If there are specific areas that require attention, or if you have insights on potential improvements, I would be grateful for your input.

I think PRISM is due for a re-write. T3 and Zen did a lot of work that never got merged in that does a much better job of using PHP namespaces than I ever did with this project at the time. With things like Named Arguments (huge deal), Constructor Property Promotion, Match Expression (adore these in rust, glad these made to jump to PHP), Nullsafe Operator (cleaner code), Enumerations, Fibers, New in initializers are at the top of the list that would transform the code base today into something much cleaner.

I've never written a fiber before, but that's not the hard part, the hard part is building the event loop to make sure it doesn't miss anything. I don't think that's very well documented at this point on how to actually do that in PHP code. But that could for sure make an interesting underpinning of the engine.
Dygear
S3 licensed
Flame, you got some skill dude! This is great!
Dygear
S3 licensed
@ScottLy You now have commit rights to Dygear/PRISM on GitHub.
Last edited by Dygear, .
Dygear
S3 licensed
Quote from gu3st :I think it'll be a long time before we ever get realistic tracks with the track editor. Most mod tracks in other sims are just rips from other games which likely won't fly here.

I was just having a conversation with my Director of EMS about building a simulator for ambulance driving. I've had this idea for like ... 15 years ... where I would love to build my town and mod in my ambulances to use as a way to teach driving an emergency vehicle without the threat of putting a 175k - 1M dollar ambulance at risk.
Dygear
S3 licensed
God this brings me back to IS1982 (A Battlefield 1942 Mod) that featured this car. Their Death Race maps were epic.
Dygear
S3 licensed
Does anyone know if EQ Worry is ok? I see his last activity was Jan 2022.
Live For Speed on macOS 14 (Sonoma) -- Working.
Dygear
S3 licensed
Just a heads up, with WWDC going on you can get games that normally only run in Windows running on macOS should you be running the Sonoma macOS 14 beta. You also need to have Xcode 15 (and no other version of Xcode installed), the command line tools installed, and an Apple Developer account so you get access to the Game Porting Kit. After you've done all that they have instructions on building Wine from source using Homebrew and their Rosetta 2 layer to convert x86_64 programs to arm64. I've done all of that and I got Live For Speed working in about an hour on a MacBook Pro M2 Max. Frame rate is a little stutters here and there but it's working and I didn't have to pay Crossover to run it (Although I do have a lifetime license for that as well).

For what it's worth, the first lunch of the game is very slow from loading the textures, and subsequent lunches too. But once it's in the menu everything is pretty quick from that point forward. The GPU is reported as an NVIDIA 8800, and I find that really funny given how much Apple and nVidia hate each other. FPS is around 30-40 @ 1080p. It's fine, enough to get some LFS time in on a laptop that otherwise wouldn't be able to run it. I'd say this is a win. I also unlocked S3 on this, and that process went fine as well.
Dygear
S3 licensed
If the skins and mods are delivered over HTTP, putting the assets in front of a CDN like Cloudflair should result in a significant increase in performance as the Cloudflair servers are distributed around the world. You should also see decreased load on the web server delivering the content.

https://www.cloudflare.com/cdn/

(I do not work for Cloudflare, and I don't use any of their products. This advice comes from seeing the results of other people using the service on their own site that is getting DDoS and Cludflare handling it. Even the free tier should be good enough @Victor.)
Dygear
S3 licensed
Wow, this was quite the necromanced thread. 2008 to 2023.
Dygear
S3 licensed
Quote from manolixsvouros :
Quote from Viperakecske :When can we see sector times ingame whitout airio?

agreed

You can do that with PRISM, it's free and open source. I'm pretty sure it comes with the Timing and Scoring plugin I made for SimFIA.
Mod Request - Type 3 Ambulance
Dygear
S3 licensed
If anyone happens to have the time, building a type 3 ambulance would be extremely helpful for me. I teach driver training and I'd love to demonstrate suspension loads of the ambulance in Live For Speed. This way I can safely show how rapid inputs of a heavy emergency vehicle can cause understeer, overloading of the suspicion and potentially a rollover event.

Type 3 ambulances are the typical ambulances you see in the United States. They are truck chassis with a box attached to them where patient care happens. They are typically 6000-7000kg when loaded and powered by a 3.5 - 5.0L Turbo Diesel engine that are often connected to a 8 speed transmission that only drives the rear wheels. The rears are "dualies" meaning that they are two wheels on the left and two on the right to handle the extra load that it must carry. They are around 700-750cm in length, 225-250cm in width, and 260-285cm in height.

Thank you for your time.
Dygear
S3 licensed
It shouldn't be possible to do 200 m/s in game, unless you've crashed and bounced off a wall and are now tumbling. The game resets the car at that point because you are most likely no longer in control of the car at this point under normal conditions.
Dygear
S3 licensed
I do remember you saying that the physics happened at a higher rate, in another post a while back. I didn't realize the relation to cache hits in L1, L2, L3; That makes so much sense but not something that I had really thought about. I do wonder if the AMD 3D V-Cache would make a massive difference here. Just from looking at how the InSim packets are designed that memory alignment and structure packing is really a priority for you. How big is the Struct that contains the cars state? In the event that 64 cars are used, even if you are also running instructions from the cache, a modern CPU might still be able to fit all of that into its L1?

Could you search case insensitive for the whole word `/turn/`?
Dygear
S3 licensed
Quote from Scawen :For example, with physics at 1000 Hz, rendering at 60 Hz graphically, we could use physics frames with gaps (in ms):
16, 17, 17, 16, 17, 17 (that represents 6 graphical frames in 0.1s).
I don't know if this slight difference between frame times would be humanly perceptible, though I'm sure it would be a lot smoother than any current version of LFS. For example, current LFS rendered at 60 Hz has gaps (in ms):
10, 20, 20, 10, 20, 20 (6 graphical frames in 0.1s).

Anyway, as I said, it's an interesting subject. Smile

Given that people are buying 120 / 144 / 240 / 360 FPS monitors now, being able to use the snapshot from the previous millisecond for the current frame view should massively increase the feel of the car. It's 10 times the workload tho, so I have to ask, how long does a physics calculation take per car? Having to do all of the physics updates within 1 millisecond seems like a huge ask even for current gen CPUs.
Dygear
S3 licensed
This is really cool, good work!
Dygear
S3 licensed
AWS EC2 is free for a year.

t3.micro
2 vCPU Cores
12 CPU Credits/Hour
1GB of RAM
Gbps Up to 5 Gbps
Dygear
S3 licensed
These might be helpful to you.

Explain - MCI Packet information discussion.
InSim Direction help. - Direction of motion for two vehicles with a vector of direction.
Dygear
S3 licensed
Quote from Gunn :Here is the video. The software is called 'Photoshop Extended'



Here is the LFS Forum thread related to this method:
https://www.lfs.net/forum/thread/93915

That is so cool! How did they make it into a 3D model like that?

Sorry for the off-topic post.

Great work Scawen. Your continued work is always appreciated here.

Would it be possible to have it export an arbitrarily large texture file? Could we ask the program to export a 5120x5120 document if we wanted to? I usually master something at 10x it's intended size and then bring it back down for the release version.
Dygear
S3 licensed
Is there a way for these content creators to also get paid for their work? I know there is a lot of mods for Assetto Corsa from I think "Race Sim Studio" that sell their creations to users. I think that giving these guys a platform to share their work for profit and create a store front for them will encourage people to make assesses for LFS. Furthermore you can do like a 10%-15% cut as the store owner to make all of the cost back of running this system for them, while also pushing people to helpfully by an S3 license in the first place.
Dygear
S3 licensed
Quote from Victor :Yes! I've been working on a new RESTful API to cater for this and other, future functionality.

Are you also going to be moving the LFS World API to use OAuth?

Also, I love that PHP code example. Everyone uses curl and it's so very much not needed when the built in file_get_contents works so well (and doesn't leak memory like curl did.)
Dygear
S3 licensed
@the_angry_angle We're gonna need a bigger boat.
Dygear
S3 licensed
Oh crap. I should probably update the LFSWorld SDK
FGED GREDG RDFGDR GSFDG