Maybe there should be an option to download all mods currently allowed on that server?
Online players often go great lengths to ensure that no downloads/programs interrupt the game or cause lags. (Closing messenger programs, turning off updates/pop-ups, stopping downloads etc)
So why not pre-download all mods before joining?
It would probably need to be limited to some maximum number of mods. It is unfeasible to pre-download hundreds of mods like allowed on a cruise server. But if a server only allows 5 or 10 mods then I would prefer a short wait during joining over potential problems/lags while driving.
It would be good to hear from the author of those mods.
Also, I hope people stay cool enough not to annoy him in private about it, even if they might disagree.
- Most important reason, this thread: Private-option got abused to cancel races.
- Private mods need to go through the same reviews as public mods.
The review process is already slow enough and much effort&time is put into it by volunteers. It seems not right to clog up the review-list with private mods that will only be used by one person (or few).
-Private mods are sometimes abused to bypass the reviews: Suddendly the private tweaked XRT turns into a BMW from Need for Speed series.
Honestly... Most of that private mods aren't worth of appear in public list anyway. No interior, crappy physics (or even lack of it) and useless at anything except standing stanced on car spot.
If the mod is bad quality then it should just not be published at all, private or public.
I want to repeat that I have no problem with low detail original work, for example what I wrote about the Poly Parvus: https://www.lfs.net/forum/post/1980471#post1980471
That mod has a very simple model but I do not mind that. In fact I would love to see if more modders dared to publish their early modeling attempts. I think there is a place in LFS for that.
However, the typical private mod is rarely original. Just a downloaded model, sometimes with some parts copypasted from elsewhere, with questionable physics.
Cluttering the private list is a problem that would need to be solved. (Maybe those mods should be tagged as "Tweak" too, since they are basically tweak-mods, just not based on LFS default cars)
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As long as the mods get created by people not affiliated with LFS (under contract), the legal rights always stay with the creator.
And should this change in any way/shape or form i will delete all my mods before that update, as i will not let my work and passion projects get taken by the LFS team or it’s moderators/admins. ...
As someone who has your mods saved in favorites, I am saddend by your view on that.
It is not good if a single person can ruin the fun of others like that, even if they did originally create the mod.
How else do you propose can we ensure that the mod system continues to work?
I do not see it as stealing from the creator: Creators still keep all their credit. Imo this is a case where people publish something and it becomes a sort of public domain, a contribution to the project.
It is a social contract and sometimes a legal one, too.
For example, I have contributed (mostly terrible) code and content to various open-source projects for 10+ years. I am passionate about that stuff too. My uploads are now part of those projects, I could not go back and delete random code lines or files. Technically I could do it but someone would just re-insert it. It is the way, imo only way, how such projects can work long-term.
Or look at wikipedia: People contribute text but you can not delete an article just because you wrote it or parts of it.
LFS mods should be like that, too. That is obviously just my personal opinion.
I think my first wheel was the grandfather of that one. (also Thrustmaster and Ferrari-styled but with just a bungee cord inside to make it self-center) Real FFB is a gamechanger.
If you like coding/arduino projects then look into the programming subforum and documentation.
There are interfaces called insim and outgauge to get data out of LFS.
It has been used for stuff like tachometers
Any recommendations on Blackwood, LX4, setups... would be much appreciated.
Did you find the setup section? https://www.lfs.net/files/setups
Since there are so many different track configurations it can sometimes work to use a setup from a track that is "similar enough" and tweak it a bit.
What wheel do you use and does the force feedback work with Wine?
It is already bad enough to sometimes lose mods for legal reasons, sadly there is very little leeway there.
So it really does not need any more drama.
the mod authors will lose the ability to make their project private or delete it if they are no longer playing.
I do not see that as a problem.
I think once a mod is published it should stay public. That is important for multiplayer and community.
Private mods should in my opinion not exist at all: It is a tool to test wip projects or temporarily hide bugged mods. It is not a way to create personal private cars.
Also, beside deleting a mod, another way to grief is to make silly edits to it. In my opinion, in such cases moderators would need to take over ownership of the mod.
Maybe those stricter rules should only apply to "approved" mods?
Can you clarify what you mean by "coding the driver instead"?
AI is just a form of algorithms and math, like any other program code.
I have not seen LFS's code but generally AI in video games works like this:
The AI-code takes some data as input and outputs data as control.
In a racing game the input might be:
-car speed
-engine rpm
-car position
-track layout
-car properties (weight, condition of tires, center of gravity,...)
The more input data is taken into account, the more detailed the calculations can be.
and the output would be:
-steering wheel angle
-throttle position
-brake position
-all the other driving controls, like clutch, gearbox etc
Notice that for a non-cheating AI, this would be the same as for humans.
To get from use "data input" to "controls output", there needs to be some AI program code. The more detailed this code is, the better/faster/life-like the AI driver will be.
There is an old 2D racing game called "RARS" that was not about driving but about programming AI that would drive the cars.
Also interesting, but more technical: https://rars.sourceforge.net/help.html
click "Tutorial Part 1,2,3,etc"
It explains in more detail how to code an AI for that racing game. The basic principle should apply for LFS too, just that LFS physics are more complex.
Did you try "Show: Approved" ?
It only shows mods that were manually selected and they should have decent quality. I think that works okay, gets rid of all the tweak mods and derivatives.
(If you think a good mod is missing from "Approved" list then you can rate it or suggest it.)
I haven’t heard people reviewing iRacing saying “wow not bad for a game from 2008” or other popular sim racing titles.
I have read similar about other games/software.
It seems basically every longer running project gets such comments, some more, some less. Sometimes people are annoyed because the "15 year old program" no longer runs on their 15 years old hardware.
It's not really an obstacle, clearly other games and the modders get away with it. There's always going to be this level of comparison because others have done this and continue to do it.
Other games / modders do NOT get away with publishing ripped content.
This gets posted so often but it is wrong.
Maybe for small websites it goes unnoticed for a while but never forever.
(...) However, the same section was targeted by some users that, careless of our rules and ethics, advertise contents ripped from other copyrighted software, making conversion without any authorization by the original creator and basically without any respect towards those modders that make their work from scratch. This has led to interminable discussions on the subforums resulting in a huge loss of time for the devs, moderators and those users that are very active in our community.
Due of this state of things, we as Kunos Simulazioni decided to close indefinitely the "3d Models", "Tracks" and "Liveries" subforums of the modding section.
That said, releasing a track, car or liveries is no more possible on our forum. (...)Links to external sites of which there is even just the suspicion of "not legit content" will be removed without any warning and proper measures will be taken. We will be very strict about this.
That post ist from Jun 2016.
AC was released Dec 2014. So it took barely two years until they had to close the mods section.
To complete the challenge it is enough to overtake one opponent.
Overtaking more cars just gets you a better rating. Overtaking all cars is hard. You have to learn the lines of the AI and then just stay out of their way.
Easiest is to pass on the straight after the chicane and then just cruise to the finish.
So your team caused bad connection by downloading torrents and running VPNs because you were losing?
Losing in an event that is not even about serious racing but just about funny football with cars?
i am disappoint.
Before, even if I allowed in-race refueling, the AI would run out of fuel and stop on the track. And sometimes not, with the same number of laps...
Can you can reproduce it with standard cars or public mods?
Then you could post the replay it in the Bugs forum. Maybe AI just need to take slightly bigger safety margins or something.
The default LFS car classes are not granular enough in some situations.
If we look at the existing car classes, already this rather simple system is sometimes used wrong: Cars are put into wrong categories.
Also consider how sometimes other basic things fail like proper screenshots or description texts.
So maybe it is better to not make things too complicated. Better to have a simpler system instead of a system with lots of details but half the details are wrong.
Maybe it just needs some small changes to existing car classes:
1) Rename "Object" to "Object / Fun / Experimental"
All funny/nonsense mods like animals, buildings, decoration, airplanes etc go in there.
2) It seems unclear what is the difference between "Touring Car" and "Saloon Car". Looking at the entries it is pretty random.
Combine them into one category (imo keep "Touring car") or just rename to "road car"?
3) Remove class "Formula 1" - there is only one entry.
There already exists class "Formula" which also covers F1.
4) Remove class "Formula SAE" - Of the three entries
only one entry https://www.lfs.net/files/vehmods/7F891E fits into the SAE rules. (the other two have too much engine displacement.)
Such cars are already covered by "Formular" or "Buggy" or "Kart" all of which are used more.
Does there need to be this threshold?
Or could it be like each 0.1% damage adds 5 seconds?
For the more creative repair rules that were suggested:
Customizable repair rules seem more suited for insim scripts rather than built into LFS because of how many options one can imagine.
If I see correctly there already exists a command to teleport cars:
// IS_JRR can also be used to move an existing car to a different location
So if you want a longer repair time then just keep reseting the car to the pitbox position if he moved too early.
That is one example, I think insim allows for many ways to create custom rules.
A way to hold a player car (maybe a can-not-move-timer in the IS_JRR package) might help make things look nicer but general a lot is already possible.
In early versions the AI did learn but that is so long ago I only have vague memories how it worked.
If they get faster during a race I would assume the tires warm up and the cars get lighter as fuel gets used up. The 100 liter tanks in GTR makes quite a difference.
AI automatically calculates its fuel and you can not change that. If I recall correctly at race start it should say in chat how much fuel the AI starts with. Do they run out and stop on the track? They should be able to refuel in pitlane. In some races refueling can be faster than not stopping. Is it even possible to go the full distance with one tank?
You can only set AI strength yourself (amateur, pro, etc)
Plus the usual stuff that applies to humans too, like ballast/engine air restrictor, different cars etc.
atm there are 697 mods. Good way to prove me right with your 27 claim. Its less than 5%!
Does it make sense to use percentages like that or are absolute numbers more relevant?
27 is the number of mod cars that I already tried and found good enough quality and meet my personal taste to add to favorites. It is just a very rough ballpark number, not science.
I did not try all cars. Some mods were good but maybe not the type of car that I like.
With the filter set to "approved" it is not hard to find good content.