The online racing simulator
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Gutholz
S3 licensed
cute. rotating brushy brushes please! Smile
Gutholz
S3 licensed
The main advantage of better/newer wheels is in my opinion that they have more rotation. That feels much more realistic.
My first FFB wheel was a Logitech Momo (somewhat comperable to Driving Force EX?), then Logitech G27.
Both still work okay, never had to repair anything.
The G27 feels much more robust. Especially the pedals are much better, more travel range and just overall better quality.
The Fanatec wheel of a friend feels even better. I think with wheels it also depends a bit on luck, like with any hardware. One lose part can "break" it but sometimes it is a relatively easy fix. (like glue in a loose potiometer)

Quote from rane_nbg :There is indeed the most time and organization involved for league and other events, however, those are at best on a 1 week basis. There you will see only the best and most dedicated LFS drivers and for a new racer, there is not much fun, even if one manages somehow to get passed the qualifying session.

I think it depends, often there are some slower and more casual drivers at the end of the grid.
Why would qualifying be a problem? Some events require minimum laptime (like 107% rule in F1) but that is rare. Just ask in chat or forum for a setup, practice a bit and be aware of cars around you. I would not overthink it.
Gutholz
S3 licensed
Regarding translation, there is
3a_rtiosort "ratio" which I assume means power-to-weight-ratio.
To me, just "ratio" seems a bit vague/confusing because it raises the question "Ratio between what numbers?"
Maybe it is clear from the context of the GUI.
"power-to-weight-ratio" would be self-explaining but it is a long word.

German translation would be "Leistungsgewicht" which I believe is the correct technical term and has a clear meaning.
However it does not fit by one letter. Uhmm
Now I put "Verhältnis" (="ratio") but in german that sounds even more vague to me than the english version.
Gutholz
S3 licensed
Quote from Scawen :
I suppose most of the things you mention (jobs/repairs/trade of items) could be done using fixed prices (...)

It would not be the same gameplay experience. The interesting thing is that players can do business with eacher, in whatever ways they please. It is not limited to a handful of scripted fixed options.
Such economics naturally develop in many multiplayer games.

Here is a video about a famous example:
Elite is an multiplayer space simulation. Players can be traders, pirates, explorers, fight each other or form alliances and so on. Importantly, you can run out of fuel and be stranded in some empty corner of the galaxy. So some players formed a guild named "Fuel Rats" whose service is to rescue such stranded pilots by bringing them fuel. Over time things got much more complex, for example even the most "evil" space pirates do not shot at the ships of Fuel Rats because they became so respected.

Such system was never intended by the developers, it developed naturally through player interaction. I think it is an interesting video about such ingame economics and what fascinates players about it.



On the other hand, trading ingame-money for real-money is always a bad thing. It is bad for the gameplay and people.
Often you have people in poorer countries "farming" ingame-items that are bought by richer gamers.
It is also impossible to prevent and it has some edge cases.

However, it should be possible to prevent account-sharing through technical means.
(ip-logging and so on)

Quote from hsvdin0 :if accounts are rented and people earn TC Cash and sell it to other users to earn real money they can eventually buy their own, NEW LFS license (stonks for our bike-boy and Victor vV).

I doubt that many people eventually buy new licenses.
Most people likely share accounts simply they can play for free.
Maybe someone can do the math:
How many hours do you need to play until you have enough TC-money to buy a LFS license?
How does that compare to working a normal average job?
How does LFS license price relate to all the other stuff needed to play? (computer, internet, controller hardware)
Gutholz
S3 licensed
good job mixing the screen recording with real world wheel Smile
Gutholz
S3 licensed
Those LFS logos on random items are awesome.

I love going through those 1€-stores and just looking what kind of useless stuff they sell. Sadly not too much funny knock-off stuff here, maybe german laws are too strict. Shrug
Gutholz
S3 licensed
please change class from "saloon car" to "object"
Gutholz
S3 licensed
When this mod was reviewed and published, there was information about the 3D model and a link to sketchfab. That is now missing, it should be added back.
Gutholz
S3 licensed
Hi,
I think LFS does not support that because I do not see it listed on the Logitech website.
I am unsure what Trueforce is: Is it just about the refresh rate or it about pre-programmed effects?

Logitech writes:
Quote :Most racing wheels still operate on 20-year-old force feedback technology, where forces and vibrations are created from a selection of profiles and a limited library of haptic effects.

As far I understand, LFS has never used a "library of haptic effects" for FFB anyway.
Instead it calculates the amount of torque at the steering column. Since the tires, suspension movement etc is simulated anyway, the steering force is basically calculated as some kind of by-product. Then that is send to the FFB wheel.
I think no somewhat serious sim uses such "canned effects" anymore, the Logitech text seems a bit wrong there. (well, it is an ad afterall)

You can try with the demo if the FFB works in general. I would assume yes.
Gutholz
S3 licensed
I just noticed this car on the livestream. It seems something is wrong with the shadow, looks like the bottom does not cast a shadow?
Gutholz
S3 licensed
Quote :Alternativelly maybe only approved status cars as they should fulfill highest standards

Maybe limit it to "Staff Pick" cars, currently 14.
Or maybe just pick from that pool, not add all at once.

There is also the question of tracks, not every car/bike is suitable for every track.
With official cars there was only the distinction that some cars could not be hotlapped on rallye or Westhill karting.
With mods, now there are some very low-powered slow cars/karts. It might make sense to limit their hotlapping to suitable short twisty tracks. (Hadraplan on Oval is as useless as GTR on Kart tracks)
Gutholz
S3 licensed
Quick note to avoid future disappointment:
This has the same problem has your/vobla32's BMW mod. ( https://www.lfs.net/forum/thread/106031-PAC-007IL )

None of the screenshots work as evidence how you created the model.
The blueprint is literally just the blueprint - that alone demonstrates nothing.
Screenshots of random floating car parts that mean nothing. Those could be created by legit modeling or just extracted from a ripped model, there is no way to tell.
Gutholz
S3 licensed
Bose321 made a "Sumo" gamemode like ten years ago, with shrinking arena. Basically that was Battle Royale before shooters like PUBG made it popular.
Gutholz
S3 licensed
your images are tiny with large white areas around them. (the UF1 too)
Try some free software like Irfanview and crop-function.
Gutholz
S3 licensed
Quote from kelekreis :We just wanted to exchange an account with a friend. The friend wants the money first and I want the account because I can't trust that person, he's not someone I know.

I think in such situation you can buy a S3 voucher code.
You buy the code, it is a key-code that can be used to unlock S3. (Like a CD-key)
When the other guy has given you the money then you send him the code.

https://www.lfs.net/shop/voucherselect
Quote : If you want to help a friend who cannot buy an LFS license for some reason, or if you would like to give someone an LFS license as a gift, you can buy a voucher code here.

Gutholz
S3 licensed
Thumbs up
Add it to the front page as well?
Either to the 0.7E news article or as separate item.
On the forum it is a bit hidden.
Gutholz
S3 licensed
Yes, I have been updating the german translation.
GP4Flo and Limiter are not active anymore, so having a second german translator might be good.

Those strings are not yet translatable though.
Gutholz
S3 licensed
Quote from PbFOOT :Hello All,
I joined in 2009, played a bit but got sidetracked with life. Now, I'm back, with all the time and money in the world! So, after carving my initials in lots of guardrails, I will begin racing as I intended 14 years ago. I would appreciate any suggestions on wheel/pedal setups. I have a cheapo Logitech Momo racing G25. I build a tube steel frame to mount a seat, monitors and controls. I just need help choosing what to stuff it with and what systems work best on this site. Looking to have as much fun as possible before I turn 70. Cheers!

Welcome.
Regarding wheels, there is no "Logitech Momo racing G25."
The "Logitech Momo" and "Logitech G25" are two seperate models, not sure which one you have?
Those are the two wheels I also used and had lots of fun with both.
The Momo is a bit dated by now, with its small turning range of 240° (if I recall correctly) and the pedals feel quite lightweight but are useable.
The G25 is also older but still a good choice. It comes with a clutch and H-shifter which is nice.
The later models are named G27 and G920, I have not used those but I think not much has changed in their construction.
For the brake pedal, sometimes people put in a harder spring, pieces of rubber or a small ball so that the pedal feels stiffer.
There is also the option to modify the brake pedal with a "load cell", so that braking strength works by how hard you push the pedal, instead of how far.
Another popular brand if you are willing to "go up one step", also in price, is Fanatec.
There are also direct-drive Wheels, which give stronger and more accurate feedback but it can get pricey quickly.

If you are into electronic tinkering then you can throw in something like this:


For tripple-screen I had removed the frames on my screens (quite old ones with wide frames) so that I could put them closer together. In graphics options there is a useful setting "bezel compensation" where you can set how wide your screen bezels/frames are.
Gutholz
S3 licensed
Quote :Input axes that Rotator and Sliders could be attached to:

Maybe also:
selected gear
For example to animate moving shift lever.
(At least some types. Not sure how to transform "1 to 5" into the two-axis movement of a H-shifter.)

continuous / constant
for example cooling fans that alway spin at same RPM


Is it possible to link moving objects? By attaching them as sub-sub-objects but also by using one as input for the other.
For example an moveable rear wing that on braking moves upwards but also rotates.
That might allow oscillating movement. (Use a rotator as input for a slider to get a circling back&forth motion)
Gutholz
S3 licensed
Quote from YukselYilmaz :*10-) LFS can be open source, so that it can get to the level it has come to in decades in a few weeks. Drivers can agree among themselves to bring the optimization they want.

Open source is does not magically compact a decade of work into a few weeks.
Usually in OS contributors work only on the project in their free time. Rarely does that mean a more than a few hours per week.
People tend to be unreliable, they take long random breaks or quit without notice.
Money is a necessary evil that allows developers to concentrate on LFS instead of working 12 hours per day in a steel mill or coding 850MB sized printer drivers or whatever.

It is also interesting to look at other open source racing games, for example Speed Dreams:
http://www.speed-dreams.org/
It is based on TORCS and if you see that as its starting point then it has been in development longer than LFS.
Speed Dreams is a great project and it even has some features LFS does not have. For example weather or track editor. If I recall, mentioning it due to recent interest: it even has live delta timing! Nod
But in my opinion LFS is overall more advanced and polished.

Regarding bugs and abuse of certain flaws, those do exist in every game.
iRacing has maybe the biggest budget of all racing games and even there players continue to find new exploits like "brake dragging" or "driving on grass."


Quote from CRAAACH :The fact that he won't care bout this post doesn't means he disregards all the ideas this post tries to sell

The problem was simply that this was originally posted in a Test Patch thread. There is a sticky "Rules" thread and important messages are repeated with big colored letters in first post of current thread. It is nothing to take personal, it has always been that off topic routinely gets removed there.
Gutholz
S3 licensed
This could be re-used to create other moveable objects, like DRS?
Gutholz
S3 licensed
Quote from Papator :Hello

I spotted a problem with the AI's braking behaviour at the pit entrance on Westhill.

Does this happen with the test patch, too?
https://www.lfs.net/forum/thread/106005-Test-Patch-D52
It has some changes to AI. A few changes regarding AI and pitlanes, too.
If it also happens with that patch then you could post in that thread. Probably best to attach some replays and as much info as possible.
Gutholz
S3 licensed
Quote from YukselYilmaz :The relationship between the rear wheel slide (s_r) and the lateral momentum (a_lat) is expressed by the following equation: s_r = (I_r * α * w _r) / v

Here:

s_r, rear wheel slide
I_r, the moment of the rear wheels
α, the angular momentum of the rear wheels
w_r, the angular speed of the rear wheels
v, vehicle speed

What if the car is not moving?
With v=0, you divide by zero and the car explodes. (WR trick)
Gutholz
S3 licensed
Quote :Im quite surprised on this ban

I am not surprised. Shrug
Viper: shitposting is sometimes funny but you use too much toxic sarcasm.
All the jokes about mods, cruise servers, VW have been posted hundred times. It is not clever anymore and annoying to skip over when reading forum.
FGED GREDG RDFGDR GSFDG