The online racing simulator
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PeterN
S3 licensed
No thanks, just drive your new cars more carefully? Big grin
PeterN
S3 licensed
The one-handed driving model is so distracting and obscures the dashboard, please rethink.

As a kid of the 80s, this car is a pin-up indeed :-)
Last edited by PeterN, .
PeterN
S3 licensed
Quote from BeNoM :It's strange how LFS doesn't seem to properly replicate the power and torque curve of the turbo R6 engine. Having to shift at 9-10k instead of being able to rev to the redline.

From past conversations on that, that's because it's heavily restricted by FSAE rules.
PeterN
S3 licensed
Can something be included for evaluating engine sounds?

It seems quite common for modded engine sounds to massively clip, which is "okay" for one car, but when there's loads on track, plus echoes, it can be really unpleasant...
PeterN
S3 licensed
Is "powerWightRatio" going to be permanent?

Also "rating" is float rather than int :-)
Last edited by PeterN, .
PeterN
S3 licensed
Hmm, soft-reset for any vehicle which is light enough for a human to fix. No damage repair.

This is already possible via insim, but of course needs an insim...
PeterN
S3 licensed
Maybe the modding REST API could include over-all dimensions of the mod to allow insims to detect this issue?
PeterN
S3 licensed
Hmm, not really sure what happened as it was someone else having the issue, but they reported MOD: Invalid Password kept showing on their screen. I assumed the bit about changing password.

Also, even if changing the password whilst connected was the issue, them being unable to see other mods is a problem for other players as their LFS treats the invisible cars as not existing, resulting in some 'interesting' collision behaviour with other cars.
Last edited by PeterN, .
PeterN
S3 licensed
It seems if your Game password is changed, the LFS license stays unlocked but trying to access mods results in an invalid password error because of the different password, and then modded cars don't appear on track. (I'm basing this off behaviour someone is seeing in TC and assuming it's a password change.)

Seems like the best course of action would be to require an unlock in this case.
PeterN
S3 licensed
The number plate issue that used to happen randomly in previous versions now seems much worse. Now most of the time someone else's numberplate is showing on my car. (And other player's cars might be wrong too, but I can't tell that)
PeterN
S3 licensed
Just think of TCP as a stream and forget about individual packets. MTU is only be a problem for MCI packets via UDP.
PeterN
S3 licensed
Looks like the REST API will be the way to get info on the car's configuration and performance. Will it be possible to use the same API to get the same information about the standard cars, or will I need to look that up by hand and hardcode it in tables?
PeterN
S3 licensed
The new RB4 is a nice upgrade, but the weird thing is the lack of air vents make it look unreal now...
PeterN
S3 licensed
Hi Scawen, this looks great.

I've probably missed this somewhere, but in the insim protocol, how will the PLC/ALC packets (32 bit bitmask) be updated to cope with modded cars?

Will the other packets that use a 4 chars code be updated, or do all car mods get their own unique 4 character code? I see there is a 3 byte / 6 hex-digit "Skin ID" on the vehicle mods page.
PeterN
S3 licensed
Quote from Scawen :
InSim:

New bytes output if /showfuel=yes
IS_NPL Fuel : initial fuel load
IS_PIT FuelAdd : fuel added

Nice. Is it possible to get the fuel when 1) a car leaves the track 2) completes the race and/or a lap?
PeterN
S3 licensed
I've had TIME_WAIT just now even when using /exit from the console.

It is the insim port that gets stuck if an insim client was connected at the time LFS was shut down.
PeterN
S3 licensed
If you ever need inspiration for clouds, there's a few shaders for *Minecraft* of all things where authors have implemented volumetric clouds, purely in shaders...

https://cdn.discordapp.com/attachments/423432970242752512/647601691994095629/2019-11-18_17.png

https://twitter.com/robobo1221/status/1196897987718451201?s=19
Last edited by PeterN, .
PeterN
S3 licensed
Open source doesn't mean you can just take code and use it an a closed source environment... (In this case you can because it's MIT licensed)
PeterN
S3 licensed
Quote from Scawen :So, just to help you understand, here is a screenshot of how the dashboard looks right now.

Looks cool in its own way, suitable for a Tron-like theme or something out of an anime. But indeed, not good for a real world simulation :-)

Basically the backlight should always be WAY dimmer than the sun or exterior lighting, and during the day much of it would be lit by the sunlight. But that, I'm guessing, is not immediately simple with the way it's currently rendered to a surface for all dash types.
PeterN
S3 licensed
Somehow to me it feels like the bloom on the dot-matrix display is too much, but the rest is fine.
PeterN
S3 licensed
Quote from Scawen :Work in progress screenshot of the bloom effect so far.

Yeah, that looks pretty good and lets the colour show through. Doesn't seem to be overdone either. Nice :-)
PeterN
S3 licensed
I'm so hyped by the South City screen shot! I can wait, plenty of other games (and of course current LFS) I can play to tide me over :-)

EDIT: Having a local job that I can cycle-commute to is amazing. It really delineates work and personal time better than working from home does, and no horrible trains or queues of cars to get stuck in...
PeterN
S3 licensed
Isn't everyone favouring PBR over bumpmapping these days anyway? IIRC they go hand in hand, but bumpmapping is only really noticeable up close.
PeterN
S3 licensed
Of course, rather than a canned rumble-strip sound, LFS would need to implement physically-modelled audio based on the tyre surface hitting another surface... ;-)

Did you use extra soft suspension and tyre pressures here to accentuate the effect? :-)
Last edited by PeterN, .
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