The online racing simulator
Searching in All forums
(685 results)
Gutholz
S3 licensed
I think it got automatically unpublished for being over the polygons limit.
https://www.lfs.net/forum/thread/106757
Gutholz
S3 licensed
I think Track Editor is not planned anytime soon or at all.
There was a screenshot that showed the editor but with an explanation that it is only usable for internal use.

I do not remember any posts about dynamic weather or rain.
Day/Night cycle is planned but iirc no weather.

By my reading, LFS is currently developed in two separate versions.
One version with the big changes, and one version that we are currently playing. Both get developed in parallel.
Sometimes changes from the "new" version seem to bleed over into the "public" version, for example the moving subojects. (pop-up headlights etc) or changes to dust effect. However the big plan is to combine into one version.

That version includes changes like:
-new tire physics
-new graphics systems:
--less stutter, especially in VR, by better syncing physics and graphics updates at 1000Hz (or something like that)
--day/night, dynamic lights
-new objects (signs with editable letters, more chalk marks, curbs etc)


Other updates in progress are:
-overhaul existing tracks
-larger area for South City
-two new tracks (Airfield Racetrack & Testing Ground)
-higher resolution for analog input
Last edited by Gutholz, .
Gutholz
S3 licensed
Gutholz
S3 licensed
Is that not simply a matter of setting brake/throttle to "seperate" instead of "combined"?
The fourth option in your screenshot.
Gutholz
S3 licensed
With the new animation system, is it possible to have the cardan shaft spin depending on engine RPM?
It is quite visible in that truck so might be a good experiment.
Gutholz
S3 licensed
Nice.
Randomly attached two photos of the "Ente" I sometimes see around here.

Also, for next project can you please pick a vehicle with a more normal suspension that is supported by LFS without tricks? Wink
Gutholz
S3 licensed
gonzabwt has just posted a McLaren MCL38 here: https://www.lfs.net/forum/post/2085447#post2085447
The other skins are teams from previous years.
No "React" button in Finished Skins forum
Gutholz
S3 licensed
In the Finished Skins subforum, the posts do not have the REACT button. (to add smilies)
https://www.lfs.net/forum/67-Finished-skins
As far as I looked, it is only missing in that forum.
Gutholz
S3 licensed
I went from mouse to Logitech Momo (240°) to G27 and had similar problems to adjust. Always it seemed too slow to steer, at first.
With the G27 I used what degrees whatever numbers it showed in pit menu, it is different between cars.
I downloaded some "Figure 8" layout with cones from the forum and just slowly drove around that to get used to the feel. That seemed to help. Eventually I noticed that actually it was not necessary to turn the wheel quite as fast and much as I thought. Afterall in a real car one can not go lock-to-lock in one second either.

Also try with default cars first. Some mod cars have bit weird FFB because their suspensions are whacky.
Gutholz
S3 licensed
Do real race cars purposely use clutches with more narrow bite points? Maybe for faster gear changes?
I have very briefly driven two "race cars", prepared for slalom by friends of a friend. (cars purely for track usage, with rollcages and all that)
One was a Ford Kadett C and the other a BMW. We all had some difficulty when slowly rolling to the start line. Very bumpy or even stalling.
Gutholz
S3 licensed
Animation No 2 is more visible but I think the brushes do not move like that in real life?
As far as I have see, the arms only move to better follow the gutter or to get around obstacles.
Maybe there is an extra wiggle-mode if a specific spot needs to be cleaned (like oil spill or glass?) but I have never seen a sweeper operate like that.
But it looks funny so both animations are okay for me.

Maybe some colore elements like this would make the rotation even more visible?

source: https://balaisnomad.com/en/piranha

The front pillars of the cockpit seem quite thick.
Usually in such vehicles they are as thin as possible to provide best visibility, also to the sides. (Compare to Flame's picture)
Gutholz
S3 licensed
Some specs from Volvo website:
https://web.archive.org/web/20071022144322/http://volvo.com/bus/global/en-gb/products/city+buses/chassis/Volvo+B7R/specifications+E3.htm

Gross weight (GVW): 18 metric tonnes
Steering angle: 50 degrees
Output: D7E290, 213 kW, 1200Nm

The mod is too light and has too much power.
Gutholz
S3 licensed
Is that a mod?
Did you look at https://www.lfs.net/files/vehmods ?
What is the exact name, forum search find no reference to a "Pro2" mod.
This one is has 02 in its name, maybe you mean that:
https://www.lfs.net/files/vehmods/BC858B
Gutholz
S3 licensed
Quote from michal 1279 :I'm not sure if real life pit limiter would use brakes to slow the car down though, I think this would probably happen irl as well. Shrug

I looked at aftermarket pit limiters that I found in random shops on the internet.
None of those mentioned the use of brakes, all just limit throttle position or engine RPM.
For professional motorsport I found nothing clear in any rules, however several websites say something like "The limiter only prevents the car accelerating beyond that speed once it's already below it."

I think tweaking the control loop does not solve this.
The car can only slown down at a certain rate from friction etc.
If the acceleration from a slope or wind (or spinning tires suddenly gaining grip) exceeds that rate then there is nothing that the system can do, no matter how fast or soon it closes the throttle.
Only a larger safety margin would help for some situations. (limit to 78km/h instead of 79.xx or whatever)
If the downward slope is long and steep enough then some vehicles might always exceed the speed limit.

random fun fact from F1 rulebook:
Quote :One gear change is permitted after the race or sprint session has started and before the car
speed has reached 80km/h, provided every gear fitted to the car is capable of achieving at
least 80km/h at 15,000rpm.

With some cars in LFS it is popular to adjust the 1st gear ratio so that it will reach a topspeed just under the speed limit. (79.9 km/h)
According to real life F1 rules that trick would be illegal.
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?
FGED GREDG RDFGDR GSFDG