The online racing simulator
Searching in All forums
(437 results)
Drive-through penalty with active speed limiter
Pasci
S3 licensed
I've posted that problem already in the thread of the mod (https://www.lfs.net/forum/thread/96405-E-CHALLENGER). But I'm not sure if this really a problem of the mod or LFS itself.

Perhaps someone can try/reproduce that too?

Issue with (at least - not tested any other car)
Car/Mod: E-Challenger or E-Challenger Evo (can reproduce with both cars)
Track: Blackwood Historic [Reverse]

Proceed:
Out of the garage with the speed limiter active and drive towards the track on the throttle. On the slightly sloping route in the pit lane, the speed increases to over 80 km/h despite the speed limiter and causes a drive-through penalty.

Maybe this is legitimate, but it surprised me yesterday when it happened to me.
Pasci
S3 licensed
Cool mod! Thanks Thumbs up

I had strange behavior today. But it's not clear to me whether it's a bug in the mod or in LFS. Shrug

Track: Blackwood Historic [reverse]
Pit lane: Speed limiter on

Shortly before leaving the pit lane, I received a drive-through penalty - with the speed limiter still on... and rightly so, the speed increased to over 80 km/h?! It's slightly downhill there. But I was already on the gas pedal.

I was also able to reproduce it with the E-Challenger Evo. Shrug

Perhaps someone can confirm/verify that too?
Last edited by Pasci, .
Pasci
S3 licensed
Thank you for your answer

Quote :You can simply change that by opening LFSServers.cfg in the Bin folder and change the remoteport other than 3002, for example 3003 or 4003 or whatever you like.

Same error with 4003... also other ports (64003 or something else). And no, there is no other instance of LFSLapper running. I verified that with the task manager. The quitting instance is the only.

But anyway - Connecting to the server with unlock access to insim (thanks for the hint) works now.

Before I'm trying to connect to a local LFS instance. My target is to build for streaming a interface like that (but with no errors; currently the solution is faulty/not perfect):
https://www.youtube.com/watch?v=dLtPLHvW4IQ

Currently I'm using the (outdated) jInSim version (yes, a Java version). But I have to implement all changes of InSim in this library myself (that's a matter of my time/resources). I was hoping that maybe I can use your LFSLapper solution for the same. Smile Could you answer, if this should by possible? (before I invest many time to try) Thanks
Connection available but nothing works - no idea what I'm doing wrong
Pasci
S3 licensed
Hello

I'm trying the first time LFSLapper (with version 7.0.9.4 under windows).

Connection looks good to me.
Product:S3 Version:0.7E InSim Version:9
Client OK
Connecting Servers...
----------------------------------------------------------------------------------
>list
List of servers:
RemotePort :3002
***
svrt ( WORK ), 127.0.0.1, 29999, ***, ./default, default_1.ini

But that's all then. In the LFSLapper.lpr file I have found MyTest() which I should use with "!test" as chat message. I did not get any error but in the other hand, nothing is shown. If I understand the function correctly, I should see in my case something like "[SVRT]pasci is testing..."

If I use the LFSLapper console and type "msg forum test", I get this message inside LFS. So the connection looks good to me.

BTW: If I quit LFSLapper, I get everytime this message. But only the current, quitting instance exist. What this message means?

Quitting LFSLapper and close all instances!
Cannot start Lapperinstance: another instance of LFSLapper is running with the same remoteport.

Thanks for any hints!
Pasci
S3 licensed
With Pimax Crystal and active FFR LFS still crash. In the logs the headset is shown as "Pimax 8K". But that probably doesn't matter.

If I disable FFR LFS works fine and looks really cool! Big grin I'm eagerly awaiting the new graphics/lighting version! That's going to be great!
Pasci
S3 licensed
Sorry for the request here: But how can I actively help with the translation (German)? Are only those mentioned on the translation page allowed to do this? Currently these would be: GP4Flo, Gutholz, Limiter

I'm logged in (via lfs.net), but I'm not allowed/can't edit.

There are still - in the official version 0.6E - untranslated strings.

Hm, I didn't find the string in the translation file (also not in the english one):
Sound: Prevent clipping (EXPERIMENTAL)
Misc: Full physics for remote cars
Misc: Allow regional downloads
Last edited by Pasci, .
Pasci
S3 licensed
A little translation bug in german (Deutsch.txt). The key isn't mentioned in the string.

3h_res_head Scheinwerfer
should be
3h_res_head 3 - Scheinwerfer

and

3h_cyc_lght Scheinwerfer durchschalten
should be
3h_cyc_lght 3 - Scheinwerfer durchschalten
Pasci
S3 licensed
Interesting mod - I hope I can drive it next week. Smile

But why do you always take screenshots in dark areas/under bridges? Smile
Cockpit looks very nice - but please also take a screenshot on the street and not under bridges Big grin
Pasci
S3 licensed
Quote from LakynVonLegendaus :Thank you!

Something happened to the Basic settings page btw or is that just me?

I can confirm that issue too. The list is empty, if 0.7D50 is selected (after submit). If I switch back to 0.7D and submitting the selection, the track list is available again.

Looks like a task for Victor?
Pasci
S3 licensed
Quote from Rob2003 :agreed. Dipped is something you do not recognize as a non native speaker (like me as a German for example)

For me too Smile
Pasci
S3 licensed
At Rockingham International, the AI has problems driving the second corner (see route map) without braking and corrective steering several times.



This isn't a "new" misbehavior of the AI in this test patch (the AI also works exactly the same in 0.7D), but you might find out what's going "wrong".

By the way, it doesn't matter whether it's a "standard" or a mod vehicle (only tried cars and no motorcycles).
Pasci
S3 licensed
Quote from Scawen : Maybe you could use a separate LFS instance.

Hmm... interesting approach. Wink

Quote from Scawen :About the speed of AI, it's not your fault but I'm getting a bit tired of explaining so many times, the AI's driving ability (handling of one car, nothing to do with the overtaking) is all specific to the tyre model in question and has already been improved to some extent in the development version, but I will not be working on that for the public version, as it would be pure wasted time.

Sorry, I guess I didn't understand that until now. Shrug

Quote from Scawen :But you could verify by starting an earlier exe, run a single AI and see if the lap times are the same. That's your job as a tester really. Smile

I can't add anything more to that. Big grin
Pasci
S3 licensed
Quote from Scawen :Thanks, everyone!

Pasci, can you tell me an example of a track where the N.400 GT seems so slow? There is one thing I am trying that is specific to the public version, and that is braking prediction. Late braking followed by wide cornering is spoiling too much AI driving. I wonder if this could be the cause of the N.400 GT problem.


Sorry for the late answer - I'm now at home. Smile

The track was Westhill International. If helpful, I can provide the SPR file (compressed around 9 MB).
Pasci
S3 licensed
In VR mode, the sound and image stall extremely while the path for the (mod) AI is being generated. I noticed this the day before yesterday during a test race with the AI (12 AI vehicles - levels 3 - 5) with version D41. Perhaps this depend on used VR headset (but I don't think so).

BTW: With the N.400S GT mod (https://www.lfs.net/files/vehmods/F1A4EF), even at level 5 the AI is massively (>10s per round) slower than me (and I'm really not the best driver). Is this a "general" vehicle mod problem (to whatever extent) or perhaps related to the latest AI adjustments? Shrug

But regardless: Thank you very much for the many improvements in the AI! This makes it (again) much more fun with the AI. However, it would be desirable if the AI paths could also be generated directly in multiplayer mode. Smile
Pasci
S3 licensed
Quote from Chadison :im hoping that the game will also get updates from the audio department since it could use some improvements, specifically i just want to be able to hear rumble sounds when you go over the curbs since i find it really satisfying

Yes, Scawen will certainly improve that too. Sometime after the various other pending updates. Smile

see https://www.lfs.net/forum/post/1947381#post1947381
(comment from april 2019 Frown)
Pasci
S3 licensed
Because we are a really small team, we drive against AI too (online). And yes sometimes it can be frustrating to drive against AI.

If you know that the AI drives stubbornly on the racing line, then you have to take that into account if you want to drive with it. On the other hand, the AI also drives quite conservatively when it gets into trouble (risk of getting onto the grass). Smile

Here you cann see a stream of a race with another team driver and 5 AIs.
https://www.youtube.com/watch?v=ierJqCDCHaQ

My teammate struggles with the AI more than I do. Smile

And because we're driving against the AI, we allow car resets while racing. That can reduce frustration while racing.

The behavior of the AI is said to have changed/improved in the future, new version. Let's see what happens.
Pasci
S3 licensed
Quote from RC-Maus :Are u guys also working on the sky I mean will there be clouds or will it stay clear sky in update?

Check out the following "Graphics Progress Report: Lighting research":
https://www.lfs.net/report-jul2019

There you can find this phrase:
Quote :Planned development on lighting includes a system to produce clouds in the generated skies and better night support including the brightness of artificial lights and automatic exposure control

For me that sounds like a "yes". Thumbs up
Pasci
S3 licensed
Quote from Evolution_R :There was like 40 updates (text patch D40). Thumbs up
Allowing to make some beautiful looking gauge clusters.

Wow! Cool Cockpit Thumbs up - This gives me a better idea of what Scawen is still busy working on (mod/vehicle editor > next test patch version).

It remains exciting!
Pasci
S3 licensed
Maybe we won't get a test version of the latest development for a while, but maybe there will be another status update including screenshots and videos of the progress of the graphics update in the next few weeks? In any case, I would be happy about that.

Of course, I'm also eagerly awaiting the big update and I'm looking forward to beautifully textured tracks and great lightings.

Maybe there will be a new status update soon... the 20th anniversary will soon be 1 year again.

We will see...
Pasci
S3 licensed
Very cool to drive and look - Very nice model/graphic! - Thanks!

Perhaps you can do a electric vehicle version too? Sometimes... Wink

BTW: Is this a bug of the program or depends on your mod/vehicle?
https://www.lfs.net/forum/thread/103491-AI-stalls-engine-while-pitstop
Pasci
S3 licensed
Some times Windows (primarily found on windows 10; I use Windows 11 since some months) installs an other driver for G27. You can check that when you start the "USB-Gamecontroller einrichten"" (I know only the german item; perhaps its named like "Configure USB game controller"?) and when you only see parts of the device (e.g. fewer buttons); then the wrong driver was installed (from Windows itself).

Now you need to uninstall the wrong software first and install the "old" Logitech Windows 10 driver (as mentioned above). It works for me on different systems (before on Windows 10 and now also with Windows 11).
Pasci
S3 licensed
The used car is the "CZR Luxury Sedan".

Hm, is this the usual behavior on a replay when using mods or is it one of a know issue?
AI stalls engine while pitstop
Pasci
S3 licensed
I tested my InSim program while 32 AIs drove around. The AI has to pit once in 10 laps. I've tried this several times today. Later I almost realized that some vehicles were a few laps behind, which I then took a closer look at. Then I noticed the AI with the stalled engine.

Perhaps it's something to fix/should not happen I think? And yes, LFS is an online simulator I know.

The SPR is - compressed - around 8.4 MB (and 28 MB uncompressed). You need to fast forward to the 10th minute. This is just before the AI drives into the pit lane. Switch before to car "AI 9".

Other question: Why the heck is the AI jerking left/right all the time?! Smile (not only the one that stall the engine)
Pasci
S3 licensed
Yesterday I was on the track with a friend with a total of 18 (!) AIs (9 each on my PC and 9 on the streaming PC). I also have the utilization display tool integrated in LFS active on the streaming PC. The fact is: The system is "bored to death" with an active refresh rate of 60 Hz (because more makes no sense for YT)! Smile But there are always ugly stutters (but that in turn has to do with the current physics calculation of 100 Hz; if I understood Scawen correctly). So it's not because of the system performance. The streaming PC "only" has a 6 core AMD processor (5600 series); so not a high-end system. The used GPU is an RTX 2060. That's the cool thing about the LFS graphics engine!

Quote :The "Sleep" column is the sleep milliseconds that are used for frame rate limitation. This takes place at the start of the game loop, before the physics updates. Also if "Sleep every frame" is set and there is no other Sleep or Wait then there will be 1 ms Sleep shown in this column. If you use frame rate limiting then you will normally see something in this column. Sleep is time deliberately given up to the operating system each frame because LFS doesn't need to do anything.

The "Phys" column shows the number of physics steps calculated in the frame, before moving onto drawing the visible representation of the game state. These are the physics steps that represent 0.01 seconds of game time. So if you have frame rate limited to 100 Hz and you are not paused then you should see one physics step per frame, which will look like a solid vertical orange line. (This column does *not* show milliseconds)

The "Wait" column is the number of milliseconds of Sleep while LFS is waiting for the GPU to finish rendering. If you do not limit frame rate then you may see something in this column. In that case you are more likely to see something if you set "Maximum buffered frames" to zero. LFS is then waiting for the GPU to finish before starting to render a new frame. If you use buffered frames then it may be you do not see anything in the Wait column. You should not add more buffered frames if there is no waiting, because it that case you would just be adding lag. If you use full screen vertical sync and you are in full screen mode then you will see Wait. In this case you are waiting for the GPU to present the image to the screen, just in time for the monitor refresh.

The race was ugly. But it shows that it works with so many AIs. Big grin
https://www.youtube.com/watch?v=PPMBuO9J7go

The AI is sometimes simply "blind" or does not know your own vehicle size. At least that is the impression of their behavior. But that's another topic.
Pasci
S3 licensed
Quote from NeOn_sp :Hi,

I'm retrieving the hosts list, but I noticed that every host reports 'laps' to 0, which is incorrect.

I hope this can be fixed soon, thanks!

For my hosting the laps looks OK. But I configured 30 min. for qualification. But is reported with 0 on https://www.lfsworld.net/pubstat/get_stat2.php?version=1.5&action=hosts&idk=[yourToken]&s=1. But ingame I see 30 mins too.

Perhaps a filter (hostname) would be useful. It reduce the required bandwith. Then I don't need to download every time the whole list.

Or is there an other solution?

But anyway the "current" version is from 2011 and still "s2". Is an update with new values planed?
See also https://www.lfs.net/forum/thread/103276-Expand-statistic-with-power-usage-%28not-only-fuel%29

Addition:
Now I get also 0 laps but qualmin are now 30 mins???
Last edited by Pasci, .
FGED GREDG RDFGDR GSFDG