I read you solved the other problems, so I just wanted to point out that you should NOT use fields at all. Fields are for interlaced media, such as the TV, with NTSC using lower field first (B field) and PAL upper field first (A field).
Since source recoding and output playback is done on your PC monitor, everything is using progressive scan (and square PAR, that is 1:1 Pixel Aspect Ratio), so do NOT define fields when you encode. Most probably you are using a ready (NTSC) profile and that's why you are getting a (lower) field setting. Don't use ready profiles, customize the settings yourself instead.
I fixed the short-track prob with older versions and actualy times work ok too without changing anything in the code (perhaps the testing replay file I used back then was corrupted or something).
Ive tested again the prog with replays from patch U and it seems to work fine... thanks DarkTimes.
PS. I've attaced the executable of my prog, in case anyone wants to have a look. Please note that the UI is primitive (text-based) and that the prog doesn's save the database in the hard-disk, yet (everything is done in memory).
To load replays with spaces or non-english characters in their filenames, pass them as command line arguments (drag them onto the program icon - the program MUST NOT ran when you drag replays on its icon).
Once inside the prog, type "help" for a list of available commands, and then type "help command" for more help on any specified command.
Many many thanks for the truly informative answer!
PS. I think I didn't get the difference in times between newer and older patches, but I'll get back to it as soon as I put my hands on them. First I'll fix the prog to respond to older spr files as far as the short-track is concerned. Thanks again!
I would like to add one more question about replay (.spr) reading and I thought I shouldn't open a new topic.
So... I'm making a hotlap database prog in C, using the valuable info found here. My prob is that replays prior to version W do not seem to have anything stored in their
4 char 24 short track name : e.g. BL2R
field. This is no good for my prog, since -amongst other things- it sorts data according to car/short-track combos.
Also, versions prior to T (I think) seem to store the best laptime differently, because my app gets garbage data in the
1 time 136 split 1 : msht time (first checkpoint)
1 time 140 split 2 : msht time
1 time 144 split 3 : msht time
1 time 148 split 4 : msht time
fields when it loads older spr files.
So what I'm asking for is a way to overcome the above probs... for example a pointer to the header structures of older versions of spr.
I know it can be done somehow, since always in LFSW you could upload a replay (of any version) and it was sorted automatically under the correct car/short-track combo.
Louder skid volume is a bless, since it is a must in order to achieve fast laptimes. Listening to the tyres is critical in knowing when you exceed their grip limit. Thanks for that!
Good read, with some very interesting and informative posts! But at the end it all comes down to one thing guys, fun!
IMHO there's no need to struggle to find or prove which sim is more or less realistic, simply because most of us have no clue what the point of reference is. It gets even funnier if you consider that if, say, we ask M.Schumacher and Kimi to give us feedback on the behavior of an F1 car, the same F1 car, most probably they'll tell us different stories. That's because they have different point of views, different driving styles, different line of experience, etc, etc.
So, what really matters (at least to me) is what sim I have the most fun with. And guess what, I have fun with more than one sim <img>
I've been racing sims since the days of Geoff Cramond's GP2 and I honestly beleive that this quest for the more realistic sim is good mostly for makrketing purposes, but it has no answer. It lyes in the category of those "to be or not to be?" or "who's created first, the hen or the egg?" type of questions! <img>
Something that feels totally realistic to me, who have only driven road cars, most probably feels like total crap to a dedicated racing driver (who btw rarely drives road cars). Totally different points of reference! And things get much more confusing with sims like LFS and rF that include many different types of vehicles (I own them both)!
If I may comment on some semi-objective things about the two sims, I would say that LFS is better in physics, ffb and online, while rF is better in graphics, sound and (of course) modding.
Compared to rF, the two things that really bother me in LFS is the lack of real tracks (I don't really care about real cars... I've explained above why ) and the generally slower feeling of speed. All in all, I think rF is much more immersive than LFS, but I am mostly racing LFS (now, how contradictive is that? <img>).
If I'm not mistaken, the FFstep line in the cfg file defines the rate at which the game feeds the steering wheel with force-feedback data. Until U32, the step was 128 and it changed to 256 in newer versions of LFS (most probably in order to cope with those 900 degrees wheels, like the DFP and the G25).
If I understand it correctly, that settings is something like -say- the ffb resolution and the value 256 is supposed to give a richer ffb feeling. But most probably it also has to by supported by the wheel drivers, and in older wheels that may not even be an option.
In my case (I own the very first ffb wheel Logitech ever made, the Wingman Formula Force, which is not even supported in the 4.60 drivers... i use the 4.30) I just switched the FFstep back to 128 in the cfg file and everything came back to normal
After skinning the AMG FXR DTM 2006 , I decided also to skin the AMG XRR DTM 2006 (both fictional skins). Here's the result (that one was a bit harder, and a bit less attractiveI think)
Recomended name: XRR_amgDTM.JPG so u don;t have to upload it to LFSW (it's alredy there. The 3 first attachmenets are hi-res previews (2048x2048) and the fourth one is the actual skin in noraml res (1024x1024).
Ok, after living for a while in the WIP topic, my AMG FXR DTM 2006 is now finished and goes public. Recomended name: FXR_amgDTM.JPG, so u don't have to upload it to LFSW.. it's already there
The first 3 attachments are previews (in 2048x2048) and the last one is the actual skin (in 1024x1024).
Thanks for the kind words, guys. Ok, I think I have nothing else to add to the skin. Please post your final thoughts and confirm that you want me to realease it publicly.
Oh yes, for the mirror on the number plate, I know it's odd but aesthetically I like it better this way. What I don't like is that the plate is streched (i didn't use the prestreching technicque for this skin, I got lazy ). Ah and something else, do you think I sould paint the mirrors red or leave them black?
Unfortunately, paintwise there's no such thing as flat silver. We have to either use flat grey and leave the shining to the shader of the game, or use a sliver gradient. In the above skin I tried all the ready silver/metallic gradients available to PSP and that one was the best in my opinion. Any other attempt produced a rather dull result. In the weekend I will post a couple of examples to judge for yourselves. Of course, there is an alternative. To make my own gradient, but it needs some trial & error experiments and I don't know if it is worth the trouble.
I'm working on an (almost) fictional DTM skin for FXR... obviously inspired by Mercedes DTM entries. Should I let it go public as soon as I finish it? Do you like it? Will you use it?
Hello guys, this is my fisrt post in the forum, although I have regularly read it in the past few months.
After skining all the GTR class for our team (GVR), based on the Ford Fiesta Team RS JWRC 2004, I decided to make an XFR Team RS JWRC 2004 skin and share it with the rest of the communitiy. It's not perfect, but close enough (if anyone knows what font the Team RS logo is made of, please let me know). Other differences from the real thing include the scoops on the roof and the front spoiler, as well as the LFS logo on the doors.
The skin is in hi res (2048x2048) and compressed marginally so its size gets just under 400Kb (the maximum allowed in LFSW).