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MicroSpecV
S3 licensed
Quote from johneysvk :Sorry Sean, that just sounds ridiculous and discussing it in public here doesn't really help the odds of succesful bait & switch

Fair, removed.
MicroSpecV
S3 licensed
Quote from RealistAdam :I don't have any proof, but I think I know who did it. There are too many...

Realistically speaking, the only way to stop the attacks (if we infer that it's not going away soon) is to make the TR playerbase (nice, regular guys like you) to force the ddoser to show his hand. How we achieve that I won't suggest, as I am against that, but I don't see any other way out of this, especially since there's not really been a clear motive - it's not purely targeting one server like e.g TC.

So we're all fighting this blind. So any amount of leads would help, so at least if someone were to attempt to curb the attacks, they'd have some sort of reference point with the usernames. That's the purpose really.
Last edited by MicroSpecV, .
(Ignore) Server logsheet for server administration(s) during downtime
MicroSpecV
S3 licensed
(Ignore thread unless relevant to you.) Related to host downtime due to DDoS

Dear server owners, if you have any evidence or suspicious activity regarding users that may have inflicted DDoS upon server entry by server hopping/address grab, or weird behavior in general, post your observations here.

Airio server console admins if you face any errors related to server stop-start or this DDoS routine please feel free to raise any issues here.
Last edited by MicroSpecV, .
AirAttack Racing - Team History
MicroSpecV
S3 licensed
Thank you for applying to join the AirAttack Racing Team / AirSupport Racing.

We are a primarily demo license-centric team based in Live for Speed (LFS), with multiple active host servers and a strong member base. With a long history of server hosting, event participation and team affiliation, we remain as one of LFS's longstanding racing teams.

We can trace our roots back before the dawn of the new millennium. In 1999, an FPS style aviation console game called "AirAttack" debuted, featuring all types of aerial combat. Gathering a unique, but small community of passionate gamers and auto enthusiasts alike, these same bunch of people 5 years later migrated to, and began participating in online racing on Live For Speed around 2005. Thereafter, in August that same year, AirAttack Racing was founded.

[Some founding AA members: Punchy, Sooty, Mysteron, GroundHog, Maccwed, Walrus, Truckle, Pim, Lucage, Luke, Zoom, Anti, Aacws, and many more]

The exact period we started hosting our own LFS servers is vague, but archived forum posts on previous domain, airattack.co.uk, date our hosting debut in October of 2005 with two servers: Demo and S2. Ever since then, our focus shifted entirely to LFS, as more players joined the forums to discuss LFS events, sim-racing, server moderation tools and all things automotive-based.

Our well-known benchmark statistics tracker, "Airio" did not come to public fruition until 2009 when AA member EQ Worry developed the software on AirAttack servers and eventually released it for public use, modification and future growth, of which currently forms the Airio as we know today.

A lull period in 2013 saw much of AirAttack's founding members fall inactive, and shortly after did our website and forums, waving farewell to the airattack.co.uk domain name. Briefly, Genuine Racing and Ready2Roll team took us under their wing and allowed us a sub-forum on their website, which aided us in continuing our well-established server operations with 6 demo-only servers in total: 2x GTI, 2x FBM, Rallycross and one events server.

Towards the end of 2013 "airattackteam.com" was attained, and in 2014, then-active members established a new team website and refurbished the team and its branding. During this time, team spirit was prominent both in game and in the real world, as new members took over bill paying, general management and maintenance of AirAttack and its logistics. A full overhaul of the team roster and leadership brought back life into the team once again.

In June 2018, in a bid to inspire more young racers and gamers into LFS and sim-racing, team leaders Vim and Nova (Sean) founded AirSupport as a Junior team for AirAttack. AirSupport's primary goal is to teach and guide members about the moderation aspect of servers such as good judgement, handling conflict on track, teamwork and self improvement, while also supporting each individual in their progress up the ladder in sim-racing.

AirSupport also provided a tiered system which further incentivized hard work and dedication, where previously most only relied on Airio ranking as a gauge of seniority. Now, not only does AirSupport provide a cohesive environment for growth and development,  but the scheme has proved greatly beneficial in shaping the next generation of racers in both LFS and other platforms, while giving crucial managerial skills to all.

During the pandemic in 2020, AirAttack continued to evolve its server offerings with the revival of our S2 server and later introducing an S3 modded cars-based server. As a team, we continue to proactively develop our operations and provide our members with the options to excel where they'd like to. We now operate demo servers for Rallycross, GTi, FBM and events as we always have, but now also support thrill-seeking licensed racers with our S2 Multiclass and S3 Mods servers.

Today, AirAttack as a 16-bit aviation game is long gone, but the heritage remains on Live for Speed thanks to continued support by current members and supporters. Without it's you, AirAttack would not be where it is today. We've only just begun.

Visit us at www.airattackteam.com

Team Management - Point of contacts (updated 03 Oct 2024)
Overall Team Lead - Rane
AirSupport Lead & Team Advisor - Nova (Sean)
AirSupport Assisting Lead - Pukyy
Head Moderator & Technical Lead - Firestarter
Assisting Technical Lead - Ivanov
Web & HR Matters - Seven
Finance/Treasurer - DeltaS4
Senior Advisor - JoRuss
Emeritus Team Lead - Vim Fuego
Emeritus Technical Lead - EQ Worry
---
Outgoing AirSupport Assisting Lead - Berdy
Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
Quote from shayradfAR :no dude i just installed a FRESH live for speed

Are you using demo version of LFS, downloaded from official site www.lfs.net here? Have you installed any VOD car bodykit?
MicroSpecV
S3 licensed
I think LFS isn't supported on Linux officially? Someone please correct me if I'm mistaken.
MicroSpecV
S3 licensed
Probably how your ISP routes to the LFS servers. Only recently myself (Singapore) got a better ping of 190-250ms. For 2 years it hovered at 360ms until apparently something changed with my ISP. Talked around with others and all agree its ISP related and not my internet or my cables.

You can try clicking on namelist the icon "UDP" to change to TCP and see if it helps. Different way of receiving packets while in server. May reduce your timeouts. You can also try changing ISP. May help too.

Quote from bayanofmansorofisky :i find it really annoying and the game becoming really unplayable because of the constant errors and connections error that recently seem to happen more often than before.
As a resident of syria i don't know what's the nearest server i should be connected to and downloading mods and online multiplayer from.
It seems to not be suitable as of now, the connection keeps getting timeouts, connection reset , didn't receive okand mods fail to download and they take really long time trying to download.
Regional mod download ia broken since it was a thing. It somehow routes me to japan and that's even worse.

I can't seem to find anything i can do
And pretty sure its lfs servers that are either very far or junk.
and nope, my internet is fine.

what can i do.

MicroSpecV
S3 licensed
Hey! It's due to the mod vehicle loading into the server, live. Most mods are high poly count and the more complex the model the higher processing it needs. Especially with more detailed track world like Rockingham or Westhill, plus 40 other vehicles, volia you get lag.

Having a better CPU with greater processing power and a more competant GPU will minimise this lag. However I already have the average setup of an i7 core and 1050Ti and still have lag on car spawns, so that's a normal thing now.

Similar lag occurs if there is a pile up comprising of many mod cars. As the softbody damage occurs it the lag also spikes.
MicroSpecV
S3 licensed
Your cpu and ram seem a little clapped to run LFS at any decent graphic setting. Try custom building a budget rig. With new Windows 11 coming a lot of chipsets are going unsupported soon, so you might be able to grab something. I've been running an ancient i7 2600K forever since I got the PC used in 2018. From there I just bought a bronze fan, Nvidia 1080ti and some clearance stock ram, totalling 12gb now. Runs LFS at decent graphics and most FPS shooters with ample headroom. Build's only at like 315USD total, with the initial pc and mb used...

Quote from HKS Custom Tuning ::schwitz:hello people,I have too low fps I wish someone can help me fix it

I have:
Intel Celeron N4020 @1.10GHz
4GB DDR3 2400 MHz
500GB HDD
Integrated Intel Graphics card on cpu with 512mb VRam

I know my specs are below todays standards but Im sure someone can help me,I wish that the developers see my post Looking I just want to get LFS above 40 FPS now because I only get around 40 and 45 fps all the time and when Im racing in big races like in AA games sometimes it stutters so badly

Please help me I just want to be able to run Live For Speed at 60FPS on my computer I really love live for speed so much and its my favorite game,I have been playing it non stop for a few months now and everyday I play it I love it so much.

Thanks in advance guys!

MicroSpecV
S3 licensed
Quote from Scawen :I think your question is about the quality of the internet and its infrastructure. There's nothing I can tell you about the connections and hops between Singapore and the Netherlands, because I don't know anything about that (or the connections between any other locations).

Alright thanks Smile
MicroSpecV
S3 licensed
Thanks for the insight, makes sense. Then I'd have no issue with that, but pity that in rectifying one source they skip over it and find another....

Anyway, how about my other question/inquiry about my latency/ping? The issue I hope there's an answer to

Quote from Scawen :One of the updates to make the servers more robust was to close open ports. One of those open ports on each server was the one listening for ping requests. As such it was a target for attacks, so the servers are now more resilient without leaving that port open.

MicroSpecV
S3 licensed
Hi, don't mind me asking, but why was the ping column removed? I found (or used to) it useful to check my ping before entering an event server - if it was too high due to some ISP issue I wouldn't bother to join. And if it was reasonable I would get in if I could. Now I have to join the server to find out; and if the server is full, I can't even do that.

Just a minor feedback, if it's not possible anymore to reintroduce it, perhaps a general ping counter for the 4 server locations for us to keep track of our latency.

.... also, separate inquiry, perhaps more pressing right now for me - how and why has my ping increased over the years from 210ms to now, 340ms? Pre-covid, I was able to get a fair ping considering my location (Singapore), but since 2021, and most regrettably 2022 where I noticed the worst degradation, it's now almost un-raceable at 340ms.

For reference, in 2022, ping went from 260-280, straight up to 330ms, and has basically... been that way till now on NL servers, which is the most-used by leagues.

I believe I've asked this issue a year or two ago, and it's been brushed aside as ISP issue, but I've since switched ISP, upped my speed to 2GBPS, and haven't kinked or done silly stuff to my cable. Fellow Singaporean guys I've met and raced with have raised similar issues as well, going from 210-250ms to now 340-360ms. Is there any fix from the provider/server side or is this purely how it's going to be across the pond? Appreciate any insights Wink



Quote from Scawen :
This update simply adds favourites to the List of Hosts screen, which is helpful as there is no longer a ping column. You can sort by that column and also the two-letter country code column.

MicroSpecV
S3 licensed
I think at the end of the day, we must always consider and be reminded that LFS was never meant to be an open source/moddable/editable game for the public to contribute to.

And I'm sure the devs wish to keep it that way, not just for the personal accomplishments of all 3 guys but also to not undermine the efforts and tinfoilery needed way back during LFS incarnation.

Also if we have guys that can produce track environments at better quality and rate than Eric, I don't think that'll look too good on the brand values and operational concepts.

So yeah. We can propose and ideate all we want for a user-accesible track editor but right now is probably not the right time to implement such. Maybe when our devs are aged 80....
Last edited by MicroSpecV, .
MicroSpecV
S3 licensed
2024 will be an exciting year for layouts! Stay tuned for Mega Monaco - the remaster of Mini Monaco, a newer Glendale, and more!
MicroSpecV
S3 licensed
Nice work! What software? Blender? 3dsmax? Google? Roblox? (last is joke)

Looks mint. Nice stuff
MicroSpecV
S3 licensed
Quote from Silverracer :Just to shake things up, and to introduce some more excitement and innovation for LFS, how about considering a limited release of the track editor that Eric currently uses? SCAVIER could invite select community members, especially those with demonstrated skills in car modeling and layout creation, to participate first. This would allow them to gauge how well it works and then decide how to proceed with the integration (if at all).

The development of environments and tracks could be shared publicly, fostering a collaborative and transparent process. While immediate integration into LFS wouldn't be necessary, this approach would keep the community engaged and inspired.

To ensure Scawen can continue focusing on his current development tasks, perhaps Eric could take the lead in assisting users with the current version of the track editor. That would ensure that Scawen can focus on his current development without having to focus on a mild release of an updated layout editor/track editor.

At this stage, I believe their priority is in releasing the updated (development) version with the new tyre physics (imagine the time Scawen can save by avoiding maintaining two separate versions of LFS?).

If the timeline for the above step is uncertain, SCAVIER might consider temporarily pausing other developments to concentrate on developing a public version of the environment/track editor for release in a grand-scale. This focused effort could bring significant long-term benefits to LFS in my opinion.

Yes! Probably more feasible as it'll funnel the content naturally to be closer to stuff that may actually get approved and upped. Instead of influx of random environments and eventually some buggy stuff.
MicroSpecV
S3 licensed
The radio silence to the track editor/layout editor suggestions is unreal :lol:
3 things to add to Layout Editor (no duff)
MicroSpecV
S3 licensed
Pretty straightforward request -
Hopefully it's feasible, but we hope to see the following 3 things included in editor:
1) Catchfencing (length, height adjustable) - can be unisoned wall object with simple expandable fencing texture above
- self explanatory for layouts... would help greatly keeping cars in the couse


2) Kerb accessories (length adjustable) - inclusive of flat ground kerb and yellow sausage kerb
- like the ones teased in the NY 2023 poster https://www.lfs.net/forum/post/2028516#post2028516 or the ones mentioned here https://www.lfs.net/forum/post/2027693#post2027693, and again, self explanatory for layout use, as now we're making do with glitchy ramps


3) Single-object chalk line - currently the chalk line object is a 2m strip, perhaps layout editor could incorporate a point-to-point system where you can preset nodes and then join the lines together to make one continuous object - would save a ton of object count. However this may not be possible... so maybe just the first two important suggestions..?
MicroSpecV
S3 licensed
Quote from Bokujishin :snip.

Thumbs up That's some really good info, sheds more light on what will be affected due to changes.

We could probably do away with more precise placement thru the 2 axis (for now), but we do need more crucial objects like: catchfencing, kerb objects (Scawen where's the New year 2023 teaser kerbs....), and sausage kerbs...

These 3 are really needed for any layout wanting to level up and out of the basics, and from a league standpoint also it's a good thing if cars don't fly off track due to lack of fencing. Currently we make do by substituting fencing with "wall" object shaped like billboards but it's hardly a nice sight...
MicroSpecV
S3 licensed
Quote from thegamer23 :I can get that point of view!

But what i was mainly suggesting would be just an improved-upgraded layout editor, rather than a full fledged "Track Editor".

What's the difference of having hundreds of custom layouts on a grey parking area compared to having bit more good-looking and less minecraft-looking layouts over a grass field for example?

(and maybe adding a few new objects just to give the custom layouts little bit more characters)

Yes but by adding terrain objects like grass, asphalt etc it is essentially terraform-based objects... which is basically what a Track Editor will be managing - and that's exactly what's been blocked from being introduced as far as I can remember.

I agree with more objects for sure. Like what I mentioned above, catchfencing, kerb object, and maybe even finer points of adjustment for length,height, angle. But I don't think we'll see terrain objects
MicroSpecV
S3 licensed
At the current juncture I'd be more inclined to ask Scawen to add two simple things to current LFS Layout Editor...

1) Standard Wall obj but with catchfencing texture (no pass thru obj) above, adjustable in length with fixed wall height
2) A chalk object with pattern or texture that resembles a flat kerb, adjustable in length and color (existing 4 tone)

@Scawen pretty please?
MicroSpecV
S3 licensed
Quote from thegamer23 :I think this could be done in progressive way, improving the layout editor fist

For example, introducing for example a plain grass field location that can allow building tracks that doesn't look like big grey parking lots.

snip.

Good idea but it's basically what everyone's whos wanted a Track Editor has been requesting for - sandbox open world, mesh and textured objects and free form tools... however iirc somewhere in forum Eric and Scawen have already mentioned they want to keep the game production to themselves hence no track editor. If there were to be one, it would take a) a lot of convinicing in terms of profit, branding and economical benefit of doing so (more licences, more new users coming onboard just for the editor), and b) probably after the new track worlds have been added...

If a Track Editor were to be made public it'll probably be to specifically chosen users whom have shown building skills and explorative approach to track building (because essentially you'd be doing a percentage of what Eric is already doing) - and I believe it should be as such... having a open source kind of concept like vehicle mods but for Track/sandbox would invite a whole new host of rubbish that Mods will have to sift through. Not to mention the amount of new storage space the servers (and the game size itself) will have to accomodate.
MicroSpecV
S3 licensed
+1
Well, I myself can't wait for the day of Track Editor privilages. After 10 years of tooling with object editor I'm sure I've hit creativity limits due to its limitations.... I have endless track ideas and can pretty much draft a (well thought out) track config out in 15 minutes... But I can dream Smile

Would definitely wish I can transpose any of these into actual track environments with the elevation and camber I originally dreamt of.











And a few more work-in-progress stuff yet to be released 😎
MicroSpecV
S3 licensed
Quote from gu3st :Yeah people might have to do more work than just ripping from other sims.

I mean... I've been layoutting custom driver oriented tracks since 2016, and perhaps it is just my creativity and knowledge of track flow but I've rarely had to resort to stealing ideas from other irl existing tracks, unless I'm making... an irl track - but I still don't see the need to rip tracks directly off sims. that's just wrong.



This is yet to be published 😁 It will debut on this year's Layout Racing League...



And this as well...



Or this...

In short... not everyone has the institutional intuitive sense to poop out tracks. Only a few people I know can as well (shoutout to Michal... Rony... 9397... Niko and so forth). So if there WERE to be a track editor, it can't be made public domain for every user to use. It takes way more coordination and effort to craft (yes, craft, not simply make) a layout.

Still, I'll await the day LFS Track editor is a thing.... tons of tracks in the waiting...
Last edited by MicroSpecV, .
Since my reply got deleted for off topic, here it is, on-topic | Mouse Steers
MicroSpecV
S3 licensed
The suggestion I was responding to before was:

Quote from carreragt339 :on the mouse steering topic, i feel like unifying mouse controls with controllers could be a good idea, i have been using the mouse for full car control since somewhere around 2012, i have my steering and the gas/brake mapped to mouse, so when i push up, throttle is increased, when i pull down, the car starts braking, to turn and throttle or brake, i pull my cursor to the required quadrant of the screen etc.

after all those years, i still end up accidentally applying the brakes a bit or wobbling the steering on straights when i am shifting sometimes (i use sequential with clutch help on keyboard) especially when i am trying to shift fast, i would appreciate a tiny bit of deadzone in the middle to prevent that and also make it easier to hold the wheel fully straight when i need to

for the people that like it how it is right now or dont use the mouse for gas/brake, i feel like they can set the center deadzones to 0 and edge deadzones to a number similar to the multiplier they were using to have no change in their habits (the system could permit out of range edge deadzones to emulate lower than 1x multiplier)

i also feel like adjustments of 0.1x are a bit coarse, this would allow finer adjustments too (i have my gas/brake at 1.1x and it leaves a bit more deadzone on the top and bottom than i would like, i was unable to fully brake or throttle just by a tiny bit with 1.0x after a mouse change a few years ago)

//
To this, I suggested that if there were to be a new mouse steer adaptation for deadzone and the changes mentioned, to please keep the current legacy mouse controls as the default and have the new addition as an option - as everyone's whos on mouse would dearly not want to relearn how to drive again after a decade of muscle memory and would rather not continue racing here.... plus, this is a racing simulator, and if someone has to have a mouse deadzone to keep the car going straight its either a) for cruise or b) someone who hasn't grasped mouse steering properly.

Maybe others can share their sentiments on having mouse steering reworked or if its good as it is currently!

Thanks for delete @Scawen, I have repurposed this to the correct subforum for all to see and discuss 😁
Last edited by MicroSpecV, .
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