The online racing simulator
Searching in All forums
(417 results)
PeterN
S3 licensed
Would be so much easier if LFS supported UTF-8 or at least UCS-2, instead of the custom flag to select encoding. Some data structures and network packets would have to increase in size, but it's not 2004 any more :-)
PeterN
S3 licensed
Quote from DANIEL-CRO :Well, quite some people know this for years and previously as there was no fuel info it was easy to cheat fuel.

Cool, two wrongs make a right...

Anyway, this information would be useful server-side to prevent cheaters.
PeterN
S3 licensed
Quote from DANIEL-CRO :It is simply drawing dashboard over the default one, pretty much same thing what FRAPS and every screen recording program does, tho they often render just FPS. Only hooked functions are directx core functions (d3d9.dll), that means there is absolutely no change to actual LFS code.

I mean the ability to show fuel and engine damage for any car, which is not available in game, InSim or OutGauge.

Quote from DANIEL-CRO :About focus stealing - does it happen only since latest build or happened previously too? Every person I've asked that previously had problems now confirmed that everything is fine (windows).

I only tried a couple of versions, but they both stopped key presses working.
PeterN
S3 licensed
*Mumbles about programs that hook into LFS and let players cheat...*

And under wine it constantly steals focus or something from LFS, so keypresses don't work.
PeterN
S3 licensed
There are no keys, your S1+S2 status is applied to your account. You can unlock LFS on your own computer up to 3 times (in a week), in case you reinstalled or whatever.

As it is your own single account, you cannot share this with somebody else on another computer.
PeterN
S3 licensed
There isn't much that doesn't work with Mono anyway. PInvoke into Windows libraries is obviously one, and that isn't going to change.

.NET isn't coming to non-Windows platforms, so Mono isn't going to become obsolete; they will just be able to incorporate code from the .NET framework more easily.
PeterN
S3 licensed
Quote from Scawen :I was also reading up about shadow maps the other day, where a shadow map (Z buffer) is rendered in real time from the position of the sun. It also sounds interesting, but brings up many issues to solve. Apparently pretty easy to get a first version but becomes more complicated as you fix the problems, such as a requirement for multiple renders, at lower resolution in the distance. Maybe wouldn't work, I don't know, but it's interesting.

You can use a scaling algorithm in a shader to vary the shadow resolution in a single render, something which Cody Darr (of Sonic Ether's Unbelievable Shaders for Minecraft) apparently came up with. It has the advantage of there being no discrete steps in resolution, too.
PeterN
S3 licensed
The canonical version is here: http://en.lfsmanual.net/wiki/InSim.txt

And indeed, MTC with UCID 255 will send to all. I suspect Degats is correct and LFSExternal is blocking it for you.
PeterN
S3 licensed
I'd say OutGauge and OutSim are not well designed, just very simple. There's no provision for extending without breaking existing implementations.

On the other hand, OutGauge does provide unused fields for temperature and oil pressure. Hopefully LFS will use them one day?
PeterN
S3 licensed
Hi Scawen, thanks for the update.

Must say it looks stunning to my (possibly aging) eyes. I like that everything just looks right, without having to resort to shader-overload like some other games.
PeterN
S3 licensed
Quote from NeverEatYellowSnow :I'm using wine on linux and after auto-update from 0.6F to 0.6G I get this screen (see attachment). In-game graphics is looking also very weird ...

Use winetricks to install "d3dx9_43" and "d3dcompiler_43"
PeterN
S3 licensed
It fixes incorrect decoding of multibyte characters, which could cause a crash, IIRC. However, I ditched the GetByteCount() stuff as I didn't need it.

It also fixes the wide non-ASCII versions of alphanumerics being substituted with their plain ASCII variant, which is not necessary but nicer.
PeterN
S3 licensed
"XInput is an API that allows applications to receive input from the Xbox 360 Controller for Windows."

Notably absent from the "list" of input controllers that XInput supports is steering wheels, and any other form of controller that isn't an Xbox controller... It would be a pretty stupid move to switch.

XInput is an example of Microsoft changing its APIs (DirectInput is allegedly legacy these days) to try to gain a monopoly.
PeterN
S3 licensed
If you ever used my patch, that has some bugs... I'm using this code to do character set conversion now, but it's not for InSim.NET so you'll probably need to adjust bits.

http://fuzzle.org/~petern/CodePage.cs

(There's also an issue with different symbols in different codepages resolving to the same unicode codepoint. I decided to ignore that.)
PeterN
S3 licensed
I had that problem a long time ago, but I think vic said it got fixed. Maybe not?
PeterN
S3 licensed
Quote from Alric :Matrixi, I know real cars have a large degree of turning but if your racing round a track they reduce the faster you go (don't ask me how it works but they do). So at 100mph going round a corner you only need to turn the wheel a small amount, yet at 2mph you need to turn the wheel 2 and a half times to park.

I find that highly unlikely. More likely is that a bend that seems tight to you at 100mph is very much not tight at 10mph, that is all.

I found one of example of BMW having a variable steering ratio, but this is designed to do the opposite of what you say (it reduces steering lock when parking) and has an manual override to fixed ratio for track use.
PeterN
S3 licensed
Been playing with anaglyph mode. One thing I have noticed (other than my brain trying to detach my eyeballs) is that when using a 3D mode, the mouse becomes constrained to the virtual display area. In 2D mode the mouse can move over all screens.

But the cursor isn't just constrained, it's scaled down resulting in odd cursor control when using a triple or double screen setup, as I need to move the mouse three times as far horizontally as vertically. Can you use a sliding constraint (there's probably a proper term for this but it's all I can think of at the moment) instead of unequal scaling?
PeterN
S3 licensed
Don't suppose the source for this was ever available? Would be nice to update it to use the current outgauge packet format, and maybe make a non-Windows port :-)
PeterN
S3 licensed
Quote from RicksonNL :When I setup the controls in the menu and assign a button for acceleration and braking, these buttons don't work in the game. It always goes back to using the left analog stick up and down for accelerating and braking.

In Controls make sure you select the correct "Throttle / brake axes" mode. You'd be better off using split analog controls, though.

Quote from RicksonNL :Also the sensitivity for steering is way too high. And using Pinnacle Game profiler doesn't seem to work.

Fiddle with "Wheel turn" and "Wheel turn compensation" settings, and also "Analogue steer smooth" in the Misc section.
PeterN
S3 licensed
Quote from Scawen :I guess we can at least get rid of the odd numbers...

I think only the powers of 2 are valid. On here, 3x is the same as 4x. 5x, 6x and 7x are the same as 8x. 9x+ are the same as 16x. I assume this is just some wine-brokenness though. Incidentally, selecting any of 9x+ actually seems to enable super sampling... Pretty weird.
PeterN
S3 licensed
I wish I knew what my AA settings were... http://i.imgur.com/GxSydDJ.jpg
PeterN
S3 licensed
Set profiler to 900 degrees.
Set LFS to 900 degrees. (Actually I use 870, because although the G27 rotates 900 degrees, the position sensor only actually works up to 870 degrees)
Set Wheel Turn Compensation to 1.

Rejoice that the wheel matches the in-game wheel. Only the soft end-stops are missing, but most often they're too weak anyway when you're turning the wheel in anger.

Edit: if you do want to set the wheel rotation in profiler (or use the magic button presses):

Set profiler to X degrees.
Don't bother setting the rotation in LFS, it'll be ignored by below.
Set Wheel Turn Compensation to 0.

Rejoice that the wheel matches the in-game wheel, with soft end-stops. Get annoy that you have to switch out of LFS to change the wheel rotation for each car. Fortunately all the road cars are 720.

Edit2: for clarification, Wheel Turn Compensation is primarily used to make wheel action non-linear, for those with wheels limited to something like 180 or 270 degrees, as otherwise it can be a pain trying to go straight. When the wheel's rotation is greater than the car's rotation, it is effectively a binary toggle between using full-range (0) and adding dead zones to match the car's rotation (1)
Last edited by PeterN, .
PeterN
S3 licensed
Hmm, I guess disabling vsync and limiting to 100Hz would 'fix' that at the cost of a bit of tearing.
Bound /command uses chat history slot
PeterN
S3 licensed
Very minor... when pressing a hotkey or button bound to a command, it will 'waste' a chat history slot even if no text is output, causing chat history to be wiped out if enough presses are made.
PeterN
S3 licensed
Ah, didn't bother looking up what it was. Yeah, you've probably also cooked the GPU, RAM, motherboard and HDD as it's a laptop...
FGED GREDG RDFGDR GSFDG