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PeterN
S3 licensed
What makes a motorcycle with 4 wheels have more realistic physics than a motorcycle with 2 wheels?

If two wheel physics is wrong, it should be sorted in LFS, not fudged around with hacks...
PeterN
S3 licensed
Handlebars flicker in and out of view, possibly LFS culling I guess.

114 bhp seems way too much for a 1L engine from 1912.

Tyre pressures also seem very low for narrow tyres.
PeterN
S3 licensed
Above about 5mph LFS switches controls around so that you control the lean instead of the steering axis. You can see the handle bars move the opposite way briefly when initiating a turn, as it should.

Below this speed you control the steering directly, so you can do low speed manoeuvering, and the bike will not fall over (within limits.)

This is LFS's bike physics, not controlled by this mod.
PeterN
S3 licensed
Also, LFS doesn't use any additional wheel effects beyond centring force, but that is affected by surface, grip, speed and damage.
PeterN
S3 licensed
The "Terminal" text on the front is implemented using vertices and triangles. Probably would be better done as a simple surface that can be skinned. As it is it looks pretty odd with vehicle damage...
PeterN
S3 licensed
Don't know if this is the mod or LFS physics, but if a vehicle rear ends this the truck will more than likely go flying. It's also possible to drive over a slab wall as if nothing is there.
PeterN
S3 licensed
Problem is the current fuel level is not known, only from the last SPX or LAP packet, so custom InSim laps (or just layouts with no laps) don't ever get it.

There is one spare byte in MCI packets which could be perfect for this, and not require extra data transfer.
PeterN
S3 licensed
Mirrors don't work either. IIRC it might be a limitation of LFS at the moment.
PeterN
S3 licensed
This and the 650RR-T have the same issue, the handle bars do not move with steering.

Also can the windscreen be made lighter? When adjusting the game view to be able to see the dials half the screen is then very dark!
PeterN
S3 licensed
Not really sure where this fits in with the rest, but the root of your JSON object is "data" not "CarInfo"
PeterN
S3 licensed
Any chance of allowing skinning, and adding a dashboard?
PeterN
S3 licensed
Do you need to be using JSON there?

With the GetModdedCars() call you have a List<ModCarEntry>. You can use System.Text.Json to Serialize to string and Deserialize back to List<ModCarEntry> without doing anything with JArray/JObject.

Or you can just store each ModCarEntry in a database table if you a DB is involved.
PeterN
S3 licensed
If the LFSLapper code is pretty old and doesn't use async anywhere else, the easiest route is to use the non-async calls instead, e.g.

var tokenResponse = client.Post("https://id.lfs.net/oauth2/access_token", content);

And remove the async/await/Task stuff from your GetModdedCars()
PeterN
S3 licensed
No way to skin the cab? No shading or dirt at all on the rest of the van makes it look a bit 'fake'
Last edited by PeterN, .
PeterN
S3 licensed
Hmm, but it's 200 bhp, not 145 bhp...
PeterN
S3 licensed
This is looking really good! Hope you can overcome the modest limits.
Engine power with restriction applied
PeterN
S3 licensed
From InSim, is there a way to determine what a car's engine power is with an air take restriction applied?

With mod support we have unrestricted power provided, but I suspect it depends on internal parameters of the engine, so is not readily available.

Don't really want to have to manually enter in a minimum value for each car, and it's not linear from 0 to 50% anyway.
Last edited by PeterN, .
PeterN
S3 licensed
Second this, would be nice to be able filter out private mods, or mods that have been removed.

EDIT: Also can we get an approved status flag added too?
Last edited by PeterN, .
PeterN
S3 licensed
I experimented in he editor to add weight and nerf the engine. Don't really know how to use the editor, but I managed to get to around 9000kg by adding frame pieces (to match the body size), moved the engine to the rear, and dropped it to about 200 bhp.

Makes it drive more like a bus Big grin
PeterN
S3 licensed
Don't select either device in the list. You can still assign the axes, and both are then usable at the same time.
PeterN
S3 licensed
Looks okay but stats are nothing like the real Fiat 126.

Should be rear-engined and rear-wheel drive. Engine should be a 704cc inline twin with 29 bhp. 580-619kg curb weight.
PeterN
S3 licensed
I keep seeing the message "Your vehicle is not known on this host" on my server for new or recently updated mods.

Do I need to restart my host? Is this normal?

EDIT: I see this is happening on other servers too.
Last edited by PeterN, .
PeterN
S3 licensed
Looks a bit weird with giant brake calipers poking through the wheel spokes. Also the calipers needs to be attached to the bike, normally the front is behind the fork.
PeterN
S3 licensed
In this very thread. Sorry for the noise!
PeterN
S3 licensed
One trick that should be obvious with deadzones is to treat default-centre (steering) and default-end (throttle, brake, etc) axes differently. This is surprisingly overlooked in some flight simulators!

If you are looking at input support, will support for XInput devices ever appear? I use my XBox controller when I don't have time to set up the wheel, but with DirectInput the two trigger buttons only work as a combined axis. I believe it needs XInput to handle them separately. This is very minor though, so waaaaay down on the priorities :-)
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