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Peptis
S2 licensed
Personally, I find it very difficult to drive. The back end seems to be much faster than the front, it keeps overtaking me in corners.
Peptis
S2 licensed
Quote from Ger Roady :180 deg curved virtuell Mirror ? Where ? What price?

Here's a picture of a curved mirror that gives a 180 degree FOV. (Note that it doesn't necessarily need to be sperical. Other shapes may work better.)

http://local.wasp.uwa.edu.au/~ ... projection/fisheye/1m.gif

From this article on fisheye projections:

http://local.wasp.uwa.edu.au/~pbourke/projection/fisheye/
Peptis
S2 licensed
Hey guys,

I haven't tried using the tools yet, but I've been looking over the webpages and documentation and they look really good and easy to use. Nice work.

Just a quick question: I get the impression that the Live for Stats tool works in single player as well. Does it support both hotlapping and practice modes?
Peptis
S2 licensed
Quote from AndRand :The width of virtual mirror should be an option (so you can see up to 180deg - zanardi style mirror - without affecting fov)

I like that idea. It's also something that the "realism nazis" can't complain about because curved mirrors do exist.
Peptis
S2 licensed
Quote from Dumpy :In my opinion part of the reason for this is the kamikaze way that the WR holders go through (read: over) the chicanes in Fern Bay. I can't help feeling dirty and embarrassed every time I slam through them, but you kinda have to to be competetive. It sucks.

I totally agree with the "dirty and embarrassed" statement. It really ticks me off that driving over the chicanes is what is required to be quick around that track. It just doesn't feel like racing. It doesn't feel like a simulator.

Another example is the way that people cut the last curb in the chicane on BL1.

I would really like it if such things weren't possible. Or at least the suspension should be more damaged by such impacts, making it alright for hotlapping, but not for racing.
A compromise?
Peptis
S2 licensed
I think a position of compromise may be the better option. Forget about the button clutch for the moment, as I agree that it should be removed, and look at the manual vs auto clutch issue.

I think that manual and auto clutch should be roughly the same speed. That way neither option has the advantage and neither set of users is disadvantaged. The benefits of this compromise:
  1. If you LIKE to use the manual clutch (for realism, immersion, whatever) then you are free to do so.

  2. It does not allow people to "buy" that extra tenth of a second.
IMHO, I think that this is the fairest option.
Peptis
S2 licensed
I think the problem with low frame rates isn't that the physics engine is slowing down but that you are receiving visual feedback with too much of a delay. That is, the state of the simulation on the screen is different to what is actually happening in the internal physics loop. This means that you could actually be making the wrong inputs as you're reacting too late.
Peptis
S2 licensed
The explode() function is very useful for separating data. Just read the file in line-by-line and use explode() on each line.
Peptis
S2 licensed
Quote from the_angry_angel :Basically you mean that the "relay" is aware of the point in time when a client connects. It then takes the incoming stream, chops out the data that occurs before this point, and hacks the header - typically by setting the "immediate start", "number of players", results, etc. flags.

I don't think that this is currently possible. AFAIK the replay files do not contain the simulation state information; Instead, the user inputs are loaded from the MPR and fed into the physics engine to generate the next simulation state. Hence there is no way to 'chop' previous data from the file as the current simulation state depends on all that previous data.

We would require the equivalent of keyframes in the MPRs for that sort of mid-race join system to work.
Peptis
S2 licensed
At the moment the main hotlap ranking is probably the best way to determine the "king of the hill". I guess anyone who cares is free to upload hotlaps for those 18 combos and battle it out for the title.
Comments please
Peptis
S2 licensed
I just completed my first skin and would really appreciate some comments --- Especially suggestions for improvement.

Btw, the non-LFS decals refer to brands mentioned in a scene from The Simpsons.
Peptis
S2 licensed
Quote from [FuLLocK]JoK3R :Over here in Australia, the DFP is Cheaper then the Momo

Really? What store and how much?

When I was looking for a wheel the MOMO was cheaper. I ended up getting it for $131 (+ approx $20 shipping) from an online store.
Peptis
S2 licensed
Judging an LCD screen solely by its response time is not wise. There are many other factors that influence how 'nice' the picture will be (colour accuracy, brightness, contrast, etc...). Some manufacturers may even trade some of these things for a fast response time, so you may end up with a 2ms screen that looks completely horrible.

The best way to test a monitor is to actually have a look at it. Pick one that looks good to YOU. Failing that, I'd recommend reading some reviews on the net and see what others think about it.


You can check out this article for a fairly decent explanation of LCD monitor reponse times:

http://www.overclock.net/faqs/ ... on-lcd-response-time.html
Peptis
S2 licensed
Sorry if this post is in the wrong forum, but it addresses a problem with the current way that the test releases are overwriting .lfs files in the scripts directory when a new release becomes available.

An alternative would be to have lfs check a user_scripts directory before reading the scripts directory. If a .lfs file exists in the user_scripts directory then it is used, otherwise the default in the scripts directory is used.

This method is used in games like Civilization 4 and would mean that users would not lose their customisations when a new version is released.
Peptis
S2 licensed
Quote from Lateralus :It was indeed my drivers. Before when alone I started at 43 FPS, now I get 95. With 10 AI cars I got 9-16 FPS at the race start, now I get 45-50. An enormous difference.

I have had similar results.

I have an ATI 9800 Pro and was getting frame rates in the low 40s when using the Catalyst 6.6 drivers. I downgraded to the 5.11 drivers and my frame rates shot up into the 90s (with HVS enabled, see below).

Furthermore, HVS now works properly for me. Enabling HVS used to reduce my frame rates with the 6.6 drivers, but with the 5.11 drivers enabling HVS increased my frame rates from the 50s to the 90s.

Given that the old ATI drivers provide better performance than the new ones, can we expect future drivers from ATI to fix up the problem that slows LFS down in systems running driver versions newer than 5.11?
Peptis
S2 licensed
I had a similar idea to pitspotter, with visible instead of audible cues.

(I hope this hasn't been suggested before, but...)

My idea was that the edge of the screen would glow red (or whatever colour) if there was a car in that direction nearby. For example, the bottom of the screen would glow if there was a car close behind you, or the left side of the screen would glow if there was a car on your left side.

The intensity of the glow could also be used indicate how close the car is to you.

I think that this would adequately simulate peripheral vision as it would give you the "feeling" of a car being there and, in effect, it would give you an extra "sense", but you would still have to turn your head to see exactly where the car was. Overall, I think it would be a valuable addition without being too arcadey.
Peptis
S2 licensed
Having a /say command may make it too easy for people to spam other racers. For example, someone could just copy and paste the line "/say Hello world!" 500 times in one script file.
Peptis
S2 licensed
I also have an ATI 9800 pro and I am experiencing the same problem with LFS (AA works in other games, just not LFS).
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