The online racing simulator
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JasonJ
S2 licensed
Quote from kweber1976 :... I've played other racing sims and the AI cars seem smart enough to know you are there...but in LFS...they don't seem to know you exist, hence they ram right into you when you are on the racing line.....
Thanks.

In other games I've played the AI seem to defy the laws of physics so they can 'concentrate' on avoiding the player instead instead of worrying about physics and Issac Newtons and stuff

AI will be improved again later on in LFS development. Probably after the physics are finalised. There's probably not much point adding more the the AI intelligence if the physics are going to get modified in the future.
JasonJ
S2 licensed
@broken
o.m.g. Unless you have any understanding of programming graphics, then you can't speculate anything.

Look from above, the only thing in the scene is the few small meters around your car and object occlusion is minimal. Look at the horizon, hundreds more objects in field of view and many occluded objects.
Last edited by JasonJ, .
JasonJ
S2 licensed
good vid........ewww

JasonJ
S2 licensed
no there is no command for this. If you want to automate it with single keystroke you will have to use a technique employed in the FLIPCAMS mod for LFS.

It uses msdos batch files (which can be called from LFS) to rename files in the LFS directories, (the sound files in this case) then after the file has been moved/renamed then initiate a /shift W keypress to re-init the sounds.

It would be tricky but not impossible.
Last edited by JasonJ, .
JasonJ
S2 licensed
or press "T"
JasonJ
S2 licensed
Quote from motah33 :..... It wasn't really obvious that you need to go through the training before you can select your car. ..

You do not have to complete training to get the other demo cars. I just installed (unzipped) a fresh copy of Z patch, and all demo cars are available.


He didn't mean go through all the training, he meant go through the necessary steps to get to the car select screen, ie, register name and language setup screens.

You don't have to go near training levels to access all demo cars.
Last edited by JasonJ, .
JasonJ
S2 licensed
hi, welcome.

You either :

Can't find the car select screen, so press the GARAGE word in the race entry screen or CAR word in the pits screen


or

You have joined a server that does not allow the FBM car.
Last edited by JasonJ, .
JasonJ
S2 licensed
real msn/chat convos are funnier, please stop et.

JasonJ
S2 licensed
Hmm, once I had this problem to, it said it was ok on LFSW insim relay screen, I restarted the insim relay and it reconnected properly.

Another thing, perhaps the "&" symbol is making something go bad. Try test with a different server name without the "&" symbol.
JasonJ
S2 licensed
toggles RULE!

I have so many I am a toggle whore. Thanks Scawen for making me a whore.
JasonJ
S2 licensed
Already implemented in LFS...


/fov [degrees] - field of view

from..../LFS/docs/commands.txt

Yoo can bind buttons to call that command or create two scipts that alternate the FOV with one button press if you prefer.
JasonJ
S2 licensed
FWIW, ours used to lose connection at least once a day, it was pretty annoying because only one person could restart it. Eventually our server provider changed to different data centre and now it loses connection, almost never.

But I always wondered why there wasn't a feature to restart relay like this.
JasonJ
S2 licensed
Well I think that needs to be addressed and fixed if that's the case. I mean, why have a % setting when it just clips over a certain point. Shouldn't the FFB input be a certain max allowable amount that the input would not exceed?

Or is this a logitec oversight?
JasonJ
S2 licensed
If you do you will only get mirrors in Shift-U mode operational again.

FWIW, There was never working rear-view mirrors in Chase view or TV view.
JasonJ
S2 licensed
Quote from RacingBlood :hi guys,

when you press shift U it brings up free view active objects, when i press the follow car button it seems to stay with the car, but the camra cannot stay in position with the direction of movement of driving, anyone know how to overcome this problem?

Use a custom view or the default cockpit view to drive with.

Quote from RacingBlood :
also what is the purpose of shift U free view if you can just go to view options and customise from there?

Shift-U mode is for taking photographs of the action, gettting the view where you want it for things like helicopter pov shots and sideline camera snapshots. Also it's used for designing/making layouts in the licenced version of LFS. You can also play LFS as an FPS game in this mode =)

Shift-U is not meant to be used to drive with.
Last edited by JasonJ, .
JasonJ
S2 licensed
I love how LFS is like that and I love how you can hear it sounds damaged. Struggles and pops and crackles like a blown gasket.

Can't wait until full realistic engine damage is modelled.
JasonJ
S2 licensed
If your talking about the computer/auto scorer analysing each corner, then you still want a score between about 0-60 right for each corner?

Or is the 0-60 score total for the whole course? I dunno how they judge it sorry.
---

But what I suggest you do is this, trya nd do some tests and look at event zones for lapper, it's probably in the readme help file, never used it myself
Then try and make a zone on a corner, (a rectangle apparently according tho the Lapper developer) try something like a 20 meter across rectangle on a corner apex.
Then get the lapper to only score a drift when in that zone. - this is event zones at work, the event is the drift scorer counting points while you are in the pre defined zone. Something happens when you are inside the zone, and that something is scoring drift points.
Gai-Luron: can you confirm that enabling drift scoring only whilst in that rect. zone is indeed possible?

Then look what type of score you can rack up in that zone, you will probably find you can only get about 300 points if the zone is about 20 meters across.

Then get lapper to divide that score by 100 or whatever might be required before it prints out the final score for that drift. It's all configurable in lapper I think.
JasonJ
S2 licensed
Twice speed to award the high speed (proper speed) drifting with a better score. If not then you can cheat too easy and get big scores with boring slow fish tailing.

It's divided by 1000 in the Lapper source to lower the score so that you don't get scores like 3450000.

I'm not sure about Lapper scripting, but I think you can script in another /100 (divide by 100) to make the scores somewhere around the 0-60 mark you desire. Depends how large you make these square zones to register the drift as well, because that will reduce your drift scores as you wont be scoring as much.

Have you ever used or configured lapper before? You might have some reading up to do so you can work out how to configure the lapper to do what you want, like defining the apex areas, setting the minimum speed for a drift etc etc. Maybe someone will help you with this part.
Last edited by JasonJ, .
JasonJ
S2 licensed
He actually thought you screwed up trying to post that pic.


---- moving on

JasonJ
S2 licensed
Well that's an easy problem to fix, even with the current lapper drift point system. Use a constant multiplier as the scores are all relative and not to any scale really.

Say for example the lapper scores for each corner's drifts...

2700
5690
2340
1679

Then all you have to do is multiply each score when generated by a constant number that lowers the scores proportionally. IN this example I will choose 0.001

So then each score becomes..
(lapper multiplies each score by 0.001 before it outputs the score)

27.00
56.90
23.40
16.79

So the problem you are worried about is easily just solved with a multplier added to the drift score addon. I am pretty sure you can get Lapper to round down each final score so it removes the decimals before it prints them out.

27
57
23
17
Last edited by JasonJ, .
JasonJ
S2 licensed
Yes true in every way. I was just ranting about ways to do it if he was desparate.



I didn't realise you already have a zone event in LFSlapper now. That would be easiest solution for what he wants and quite accurate to judge drift angle & speed on certain apexes. Just put sqaures over the corners he wants to monitor. So, can lapper specifically trigger drift data in those zones?

If so, I think that would be good for what he wants, since I can't see someone investing loads of time in this for free, he might get what he needs easily with the current incarnation of lapper.
Last edited by JasonJ, .
JasonJ
S2 licensed
oh, your talking squares parallel to x & y axis. I see hahah.

I was talking about rotated squares/polygons on any point. Nevermind, just over complicating things on my end.
JasonJ
S2 licensed
See this is what I meant, it's almost done in Lapper already.

Hi Gai-Luron, well sounds like it's almost done eh. So you can make it count drift points when only inside the squares and ignor drifts around the rest of the track? Sounds ace, and a bit more simplified than a user defined path. Maybe a circle would be quicker to calculate than square mathematics I would think.

I've tested about 200 circles simultaneously with full server. Things start getting dicey around 250-300 circles. This was location event test every 10th of a second. <3 MONK

However with only one player at a time, you can have a few thousand circles thoretically. Depends on the server capabilty of course.


edit: Ahhhhhhhhhh you have resolution to 1 meter for the squares to... I thought it was just me being a n00b. No matter what I did the floating point calculations could not handle less than 1 metre resolution x,y co-ords for squares maths. I'd always get cracks between the polygons.
Last edited by JasonJ, .
JasonJ
S2 licensed
better to use Speed*angle = points : yes, but only count those points when in the correct areas of the track (racing line) I meant.

At the moment LFS lapper counts any drift (angle*speed)=points , no matter where you're doing it, grass tarmac no difference the racing line is ignored. It's a big job yes, to register the cars position on the racing line. I was saying it might be easier to add it onto the lapper mod because you only would need to add the code to "record" where the racing line is and the test the cars position in accordance to that special zoning when it is drifting.

Record mode:
Drive the car around while lapper keeps track of your position making a list of points around the racing line until the admin does one complete lap.

Scoring:
When drifting, compare the car's position against the pre-recorded list of points, the distance from those points in the list determine how far your car is from the racing line. Angle of the car compared to expected drift angle could also be tracked and scored.

Benifit:
Any autoX layout could be used because you only have to make your own path by doing a complete lap.


(edit) other:
Or if you prefer, have a command so you can turn redord mode on and off while you drive. That way you can assign special corners where drifts should be scored, and by scored I mean take data from what the drift is doing at those corners.

Do you know what I mean? I actually wanted to do this a while ago, but never had the time. Pretty much made a recipe to allow for automatic judging. You just have to tell the program how you want to judge it.
Last edited by JasonJ, .
JasonJ
S2 licensed
Quote from oli17 :how many degrees of rotation do i need for cars?

http://en.lfsmanual.net/wiki/C ... teering_Wheel_Lock_Angles


Quote from oli17 :also, it's really hard to steer with even 30% in game, i use 15 lol

Did you put the main FFB amount in the G25 profiler to 100% ?
If so and 15% ingame feels ok for you, go with that.
FGED GREDG RDFGDR GSFDG