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loopingz
S3 licensed
Is there any guidelines for race organization to spot high CPU mods?
We just want to avoid mods that will cause a mess on 20 or 30 car grid.
loopingz
S3 licensed
Quote from KingOfIce :Yes, it would automate and save a lot of time for this kind of display:



Same gain for SimBroadCasts I imagine.

(I think it's one of the missing elements that brought Lazy to an end, even if not the most important one, to have the top view of any mod for the radar).

For my part, I've half-automated the process. I select the right car with the right skin in the garage, then the rest is automatic (capture, remove the background to replace it with transparency, then crop).

The starting grid was also looking amazing.
loopingz
S3 licensed
The grid images you generated with Nanex for 24H Anna were gorgeous. This feature would have helped speedup the process!
loopingz
S3 licensed
I would also like to add that low poly models deforms and show damage much better in LFS. I mean high poli looks aluminium foil after a wreck.
Some mods did give not maxed out frame rate and that's a shame considering my hardware (5800x3d plus 3070 GPU).
And rims well for any speed above 0 it is just like a disc.
loopingz
S3 licensed
And again next Monday on SO4
loopingz
S3 licensed
Thanks for that check as sometimes we ended up with races with lod issues and that breaks the immersion.
loopingz
S3 licensed
It is looking pretty good!
loopingz
S3 licensed
It is looking great!
loopingz
S3 licensed
Will be featured Wednesday 27 on lfsfrance Christmas Rallycross!
Very enjoyable drive!
loopingz
S3 licensed
Looks great!
loopingz
S3 licensed
If anybody is borred on christmas 25 evening we will host some pachanga races at www.cesav.es 22h15 CET Come and join the fun!
Last edited by loopingz, .
loopingz
S3 licensed
Thanks for the good work! A lot of new and polished feature that's cool! And even though I have been using test patches a lot, I am glad to have now everyone the same official version!
I did a couple of races yesterday, no issue as expected.
I wish you the best on the following development and hope it will be the end for you to maintain two branches!
Merry christmas!
loopingz
S3 licensed
Looks promising!
loopingz
S3 licensed
Ok my bad, I did more testing and I was wrong, getting super low on the force feedback in LFS can kill the clipping. So yeah, nothing else needed!
loopingz
S3 licensed
I am not sure you want to go in this rabbit hole:

But great work as always!
loopingz
S3 licensed
Quote from rane_nbg :You're the one who fails to understand how ffb in lfs works. Lfs can't send certain torque in units of Nm to a wheel, because it has no idea what a wheel can reproduce. It only sends a value between -10000 to +10000 and that's it. What wheel does with that is up to each wheel and its firmware.

In this situation you mentioned, you just have to lower lfs ffb below 10% to a desired value where there is little to no clipping.

What you probably are asking is for Scawen to re-scale the ffb strenght such that optimal value for most cars is about 100% and not 10%. For me personaly I don't care at this point, it's just a relative number.

Well explain me where I fail then as I do understand that LFS and force feedback work with a limited amount of possible values. So ffb is integer between -10000 and 10000 yes cool.
On one side I do like to feel some differences between a truck, a high downforce powerful car or an old school 700kg low power stuff, small wheels.
Let's say the laterwill range around -2000 to 2000 no problem.
The truck -8000 to 8000 no problem.
The formula -25000 to 25000 will be clipped to -10000 to 10000 whatever I multiply that gain to my wheel.

When the engine sound clipped too much a quick correction was made.

Imagine you like music like acoustic stuff to make the baby sleep. OK no problem. That sound will be recorded and normalised. It doesn't matter if the original recording was made at 70db or 90db, you will be able to play it on your sound system adjusting the output to your liking.
Now you want to record a live Slayer show, well you will choose different settings because it will blast around 105db at the mixing table on a day they refrain from turning up too much. But if you have the same settings you will have a huge clipping mess. The idea is to be able to put some volume slider before the sound is clipped. That the basic of numerical signal treatment. That the same for force feedback.

Currently we have
A- Physic calculation
B- FFB -10000 to 10000
C- FFB settings in game 0 to 100%
D -FFB settings drivers side

If B is clipped there will be no miracle in C and D even if C is car specific it is too late to do something. Pros: perfect physical difference of non clipping cars independant of C and D.

What we could have without changing the physic, just the ffb rendering:
Currently we have
A- Physic calculation
A'- Normalization factor for high FFB cars
B- FFB -10000 to 10000
C- FFB settings in game 0 to 100%
D -FFB settings drivers side

A' could be either set in stone by developer or modder manually or through random test calculation (I mean putting AI on some tracks and measure force output for a variety of cases, crashes values being not relevant or interesting to me)
It could also be a user slider. Like FFB Norm slider it could even replace C
Anyway if you don't care having some multipliers to 1 would not bother you.

Please test AS5R with FORMULA RC6 at various force settings and tell me how much clipping do you have. I think you did not test.
loopingz
S3 licensed
This awesome car will be featured on Monday 11th in Cesav race at 22.15 cet.
loopingz
S3 licensed
Can be moved to improvement suggestion...
loopingz
S3 licensed
Rane, Johney, if you don't understand what clipping is don't put me as crazy.
Let's say high down force can put 30Nm on the ffb. Then If LFS clips that at 10Nm. And I put 10% force in LFS I will have have the following:
Real force 1 2 3 4 5 10 20 30
Wanted force .1 .2 .3 .4 .5 1 2 3
LFS calculated 1 2 3 4 5 10 10c 10c
Force on my wheel .1 .2 .3 .4 .5 1 1 1
Force I would love to have .1 .2 .3 .4 .5 1 2 3
loopingz
S3 licensed
About the force feedback.
I did some laps at AS5R with FORMULA RC6 https://www.lfs.net/files/vehmods/850339
The force feedback is saturated most of the time. My driver (for the wheel) is at like 20% force my lfs force value is at around 15%. Max force would be dangerous.
What I mean is that I would rather not clip LFS input ever except for crashes or glitches. We would need either some extra factor or percentage for the max FFB to a car. Either set by the moder or manually by the player. I would really prefer to use higher force settings on my side and have the game not clipping all the time.
All the cars with big tires high aero and horsepower are concerned.
Clipped input just give a direction input, no more info.
loopingz
S3 licensed
Quote from ElPvtoV2 :Hi, i bought a new pc and i had installed this patch, but now my lfs dont work, i cant see the events in the main menu, i cant see the multiplayer servers and when i close lfs cause it didnt work, i have a permanent black screen and i have to restart the pc. (It happends when i install patchs, how can i fix it?)

Try first to install and run 0.7D.
It should work.
Then patch it.
It should work too.

Report what happens.
loopingz
S3 licensed
Thanks for the good work.

I don't want to be pulling a request but on the incompatible branch it would be great to have some basic handling of the electric. Like if you are pulling 200W with all the lights on then the alternator should charge them back from the alternator let's say 400W with 0.5 efficiency.
A
In this case it would be 0.5hp wasted which will not be very noticeable but this way nobody would run lights on for no reason adding to realism.

Other than no bugs noted!
loopingz
S3 licensed
Well most bike are generating lift (like most cars) and it extends to racing motorbikes.
This paper give some real values for racing motorbikes. The little wings on new motoGP are reducing a bit the lift and cleaning the flow for drag removal... 32 pages but pretty interesting!
https://upcommons.upc.edu/bitstream/2117/393241/1/energies-16-04793.pdf
It is still a pretty complex matter with ground effect appearing on leaning bikes and Cl and Cd varying depending on angle of lean and wheel speed...
loopingz
S3 licensed
Quote from Scawen :Thanks, although that didn't affect the AI, it's an interesting issue. I've fixed that today by using the drive speed (as used on Speedometer) instead of the true speed. It's more realistic and solves the problem.

Was it AI or speed limiter issue? Because it happens to me on powerful stuff but I guess that would be for incompatible update.
FGED GREDG RDFGDR GSFDG