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One button look angle doubled
PeterN
S3 licensed
At some point in the development of the stereoscopic rendering, the "One button look" angle setting became doubled, so that, for example, when set to 45 degrees your view will turn 90 degrees instead.
PeterN
S3 licensed
That massive deadzone you use looks quite uncomfortable.
PeterN
S3 licensed
I'll correct you then. A lookup table is just that: a table of inputs with results which the program looks through. A lookup table will have a finite size and may not contain every possible combination of input values, so the program will take the nearest.

The alternative is using formulas to calculate the results from the inputs, which will take more CPU time.
PeterN
S3 licensed
Current flight simulators aren't all that realistic. FSX uses lookup tables to decide what happens. X-Plane at least uses aero simulation, but even that is going to be simplified. Expensive commercial simulators may differ.

Less people fly planes than drive cars, though.
PeterN
S3 licensed
Second new track after 8 years. Well you didn't have to pay for the remake of Westhill...
PeterN
S3 licensed
It seems like Oculus have been creating the kits as a way for them to develop the Rift, not for developers to target the Rift. That the release version will be very different to the dev kits, with a new API, is... strange.
PeterN
S3 licensed
"CV1 is completely different from DK2 (two sceens, different resolution, distortion, lenses, tracking system)"
That CV1 is completely different to DK2 seems to defeat the most of the point of it.

"While the games built with SDK 1.0 will work with DK2"
More importantly, will games built with SDK 0.8 work with CV1 (and SDK 1.0)? Without knowing what differences SDK 1.0 needs, developers are stuck in limbo.
PeterN
S3 licensed
Hell yeah, take my money!
PeterN
S3 licensed
Never mind HMDs, I'm waiting for holodecks...
PeterN
S3 licensed
It should include a VW Polo to invade the track with...
PeterN
S3 licensed
Quote from pasibrzuch :Found some anomaly on this wall. Ultra bright red areas.

It's actually like that in previous versions too, still weird though.
PeterN
S3 licensed
Means LFS doesn't suffer from (for example) Assetto's craziness of wobbling scenery and vehicles when you're far from 0,0...
PeterN
S3 licensed
Keep rolling those Rs...
PeterN
S3 licensed
Wasn't this changed originally due to some client lag issue due to missing skins, i.e. there was a technical reason for it?
PeterN
S3 licensed
Best way is to send an MTC packet as that allows up to 128 characters.
PeterN
S3 licensed
Neither of those threads mention the format that it would arrive as, so it's a bit irrelevant. But yeah, 128 bits would be fine, just means LFS would need to output IPv4 as ::ffff:a.b.c.d format addresses correctly.
PeterN
S3 licensed
IS_NCI: unsigned IPAddress;

IPv6 isn't exactly new. Even if the game doesn't support it yet, this packet could at least be forward thinking so this bit of the protocol doesn't need changing in future. A 40 character string is enough for IPv4 and IPv6.
Last edited by PeterN, .
PeterN
S3 licensed
0.6G Aston - 90FPS
0.6G2 Aston - 180FPS

Seriously wow... Also the echoes!
PeterN
S3 licensed
The exhaust looks pretty stupid too...
PeterN
S3 licensed
TINY_AXM doesn't exist, so it can't do that.
PeterN
S3 licensed
Indeed. The only way you can do it currently is to request a layout save, then parse the saved layout directly (which is quite simple). Main problem is it requires the insim to be on the same host and have file access, of course.
PeterN
S3 licensed
Echoes in open config, awesome!
PeterN
S3 licensed
The background scenery is amusing... it's far too close.
PeterN
S3 licensed
Cars in the UK, maybe. US gallons are 3.78L, not 4.54L (and that's why US MPG figures look worse than they really are)

Unless US cars really measure in UK gallons... which would strike me as rather odd.
PeterN
S3 licensed
Obscuring your number plate, cool idea...
FGED GREDG RDFGDR GSFDG