The online racing simulator
Searching in All forums
(702 results)
Gutholz
S3 licensed
Quote from versiu :If someone have plans to make event with some mod, he just can write to creator or ask for make derivative to edit it specify for his event.
Noone tried that before because situation like that haven't happened before.

Event-specifique derivatives were done before.
Rony did it, Superstock Series does it. (all the mods with SST in name)
I think it is not a good way to do it. You end up with similar mods, bugs that are fixed in one version might go unfixed in the other version, players have to use another skin-upload and so on.

Anyway, in this case the mod creator knew about the planned events.
That is why he unpublished his mods: because he did not like the events or its rules. According to Tomfuel's story it was not accidentally, the sad truth seems that a modder wanted to ruin the races.

The conflict is:
1) For players and event organizers it is important that mods do not suddenly disappear or break.
2) Modders want the right to delete their mods at any moment.

I think there is only one way to solve that:
An optional agreement for modders to waive the deletion-right.
Meaning a modder can (if he wants to) click a button that will:
1) make the mod undeleteable
2) gives right to LFS team to revert the mod to a previous version, in case of edits.

So modders have the option to give up some rights but on the other hand it makes their mods much more trusted, and thus maybe more popular.
I can not think of good reasons to delete mods, so in my opinion it would be a good trade-off. If a modder wants to keep his right to deletion that is okay too. Just means that people will know to be more careful about that mod, when making skins/setups/planning races.

It could be tied to the approved status.
The creators of already approved mods would need to asked.
Gutholz
S3 licensed
It does not really make sense Uhmm
It is hard to understand what you write.
What do you mean by difference between "driver" and "car"?


According to version history, AI can drive mods since 0.7B Feb 14, 2022.
Gutholz
S3 licensed
Those files have License: CC Attribution
That means if you share them (like in your attachment) then you always must include the original license and credits.
Gutholz
S3 licensed
Quote from chi_rho :When I unlock the game and later sign out. When i sign in again, it is locked and I have to unlock it again. Is it menat to do so or is something wrong?

This the wrong thread to ask about this.
But anyway: What do you mean by "sign out"?
You lock the game via the ingame menu, resetting LFS from unlocked S3 to demo?
Yes, if you do that then the game is meant to stay in demo mode until you unlock it again.
Gutholz
S3 licensed
Quote from Scawen :Thanks, LFS should download all mods currently in use on that server, while you are connecting (if guest and host are both on version C or D).

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.
Gutholz
S3 licensed
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.

Quote from versiu :
Quote from Gutholz : Private mods should in my opinion not exist at all

Why not? Some people want to use their personal tune of car and on the other side there's a lot of people that don't want to scroll list full of useless mods (different tunes/customs of one car) so there's some kind of win win here.

- 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.


Quote :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)

---

Quote from timdecnodder :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.
Gutholz
S3 licensed
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

or this dynamic scented tree:
https://gfycat.com/shadyripecaracal
(not my videos)
Gutholz
S3 licensed
Quote from aalonso :
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?
Gutholz
S3 licensed
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.

Quote :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?
Gutholz
S3 licensed
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.

In this link someone briefly explains how his AI-driver worked:
https://rars.sourceforge.net/selection/felix.html

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.
Gutholz
S3 licensed
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.)
Gutholz
S3 licensed
Quote from Flame CZE :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. Shrug
Gutholz
S3 licensed
Seems like an old leftover text. Technically correct but an unfortunate to write it.
Gutholz
S3 licensed
I do not have the options menu in front of me right now, but:
Set gas/brake as axis, not as button.
Also set them as separate axes, not combined.
Gutholz
S3 licensed
Vehicle class :Saloon car

can you change it to "Object"?
Gutholz
S3 licensed
Quote from MousemanLV :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.

Here is a 31 pages thread on racedepartment about illegal mods:
https://www.racedepartment.com/threads/illegal-mods-steer-clear-of-them-simracing604-we-stand-with-you-too.199546/
Several posts where staffs explains how they try to keep it legal.
If you use that website then you will have noticed that sometimes downloads disappear because they were found to be ripped.

Here is an announcement about www.assettocorsa.net no longer hosting mods because there was too much ripped content:
https://www.assettocorsa.net/forum/index.php?threads/modding-section-subforums-terms-of-use.33407/

Quote :(...) 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.
Gutholz
S3 licensed
Have you seen the UF Robin?
https://www.lfs.net/files/vehmods/42B264
Yours looks more detailed though.Thumbs up
Gutholz
S3 licensed
which mod?
just one or all.
Gutholz
S3 licensed
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.
Gutholz
S3 licensed
nice Thumbs up
Gutholz
S3 licensed
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. Dead banana
Gutholz
S3 licensed
The Speed Dreams wiki has a list of cars with pictures:
https://sourceforge.net/p/speed-dreams/wiki/ListofCars/
Gutholz
S3 licensed
Quote from Avraham Vandezwin :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...Uh-hu

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.
Gutholz
S3 licensed
Quote from Flame CZE :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. Uhmm

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.

5) Create new classes "Drift" and "Rallye"
FGED GREDG RDFGDR GSFDG