The online racing simulator
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pärtan
S3 licensed
Quote from Victor :Hi, please try again - should be fixed.

Awesome! Works now. Thanks Smile
pärtan
S3 licensed
I get this when loading the mod browser.
Same error shows up when joining a server. and no cars are being downloaded.

This occurs on a fresh 6v3 install with the v to w43 patch
Last edited by pärtan, .
pärtan
S3 licensed
Quote from MacedoSTI :tris or quad is "same" when you export to LFS, every game engine turn to triangles automatically

same happen with gta/assetto/lfs/rfactor...

Yes. although the screenshot provided was not from LFS. If you have 71k quads in the 3d modelling software. It will read out 71k polygons. And when you export it and triangulate it, the model comes out to 140k tris.

Quote from MacedoSTI :ofcourse unnoficial mods are "free" about car brands...

well...

all knows the non oficial mods still for the internet, maybe i go out from assetto a while because this new announcement

The rule explicitly prohibits brand names and logos. Not cars modeled after real cars.
Last edited by pärtan, .
pärtan
S3 licensed
Quote from MacedoSTI :talking about conversions, 61k polys looks good actually

using meshs from a original vob in a unnoficial modding tool, this car is around 71K polys with HQ Interior

ofcourse unnoficial mods are "free" about car brands...

well...

all knows the non oficial mods still for the internet, maybe i go out from assetto a while because this new announcement

A polygon can be either a tris or a quad. 71k polys could be upward 140k tris.
Either way, 60k is by no means limiting.
pärtan
S3 licensed
Quote from Scawen :To give you some idea:

Regarding triangle and vertex count, this (attached) is an allowed object!

For this experiment I added nine XF GTI bodies as subobjects.

When combined the total is 61405 triangles and 59061 vertices.

Ooo. I was a bit concerned when I read limited triangle count at first, but 60k is plenty to work with. What about texture sizes? Will it go as high as 2048?
Either way, these are amazing news. Can't wait to try it out. I will be sure to make many mods!

From what I understand having tried making vob mods in the past, the texture projection is not based on UV maps, but is projected from various angles? Is this correct?

Also, I think normal maps are a great asset for making optimized and nice looking cars. Are there any plans to explore this?
pärtan
S3 licensed
Quote from Flame CZE :"spontaneously gain top speed and corning grip" doesn't sound like he's just being faster though...

I think he's confusing the occasional jitter from LFS netcode with unnatural/cheaty car behavior.
pärtan
S3 licensed
I think the risk of getting sued would be eliminated as long as mod discussion isn't done on lfs.net. Providing powerful modding tools is no infringement in itself. And the mods would go to other sites like for example race department.

Quote from Flotch :=> you are teasing us Uhmm Omg omg omg
LFS

very much so. I'm hoping for a modding system which makes it easy to import a model with UV maps.
Creating the car as a new class, and allowing us to do tweak-y stuff to them without using tweak. As well as full control over suspension geometry. A man can dream Big grin
Last edited by pärtan, .
pärtan
S3 licensed
Quote from rane_nbg :Guys, before you get carried away too much, just appreciate what is already there in the sim. It looks like Pajkul is the only one who realizes how much work is required for these giant requests. It just ain't never gonna happen if Scawen continues to do things alone.

But, if I could choose only one of all here mentioned updates for LFS, it would definitely be Jessica Alba Smile

Seriously, my only request is ingame real time FFB monitor and min force FFB slider. These are very easy and quick to implement and it's a pitty that they are not already in the game.

Yea he's on point with 200 years of work for rb4, window damage, one track, rain and replay button Nod
pärtan
S3 licensed
Quote from rane_nbg :It does sound like a nice idea, no pun intended. But it may create a lot of unnecessary complexity in the net code, which is really not needed.

What happens if you want to download a replay? One would need to download additional stuff just for the sound parameters. During a race, one would need to constantly send and receive all this data from all connected players. I see lags, problems.. I do hope I am wrong about this.

Not really a big problem for the net code to send a 1kb wav file + 10 variables or whatever it is. It doesn't need to be sent more than once as well.

A bigger problem would be those who create ear drum puncturing sounds to piss people off.
pärtan
S3 licensed
Keepers:
The server system and multiplayer UI
The physics which in my opinion are still unrivaled.
The great force feedback.
The quick and efficient tuning system.
Core engine sound system, although with improvements.
The awesome VR implementation.

Wish list:
Modding support which I think Scawen gently hinted at in another thread.
Allowing easier implementation of custom car models with UV based texture mapping. Allowing modified suspension geometry, as well as implementing some more suspension styles such as for example live axle suspension.
And also modding support for tracks.

With the graphics update; normal maps. I haven't seen anything suggesting on this being added thus far. But it would help benefit the detail of cars and environments alot.

Maybe in time some PBR material support with metallic colors.
And with PBR support, more advanced skins, allowing more texture maps per skin such as metallicacy maps and roughness maps

Quote from blueoris :
- Indicators (not sure if currently available)

Indicators are already available.
Last edited by pärtan, .
pärtan
S3 licensed
Ehhh. I always liked the way LFS sounds are generated because it makes it more seamless. I'd rather see improvements done to the existing sound system.

The abundance of jarring sample changes in many FMOD based games just sounds terrible in my ears.
pärtan
S3 licensed
I love all the realism details you put in. I think the result will be very immersive. The exposure and echo stuff is very cutting edge Smile
I'm holding my thumbs for some normal maps as well because I don't recall any reports covering that. It's great for visuals because you can add edge bevels both on cars and the world without adding more geometry.
pärtan
S3 licensed
I remember it very well, the very first time I played. I got the game recommended to me by an australian guy back in 2008. Can't remember his name. But I remember spawning in the pitlane with XRG, just reving the engine without knowing how to put it in gear at first. I just loved the feel initially without even driving. The engine sound was smoother and felt more real than anything else at the time.
pärtan
S3 licensed
Quote from Sobis :I believe Scawen has driven cars in real life and I think he knows himself very well that interiors are illuminated too brightly by other cars Wink

Very true! I do not have any doubts in the devs eye for quality. I guess the interiors are still running the old materials. Maybe we will get some reworked interiors all together when the time comes for new materials Smile
pärtan
S3 licensed
Looking great! Looks like the highway junction is more complete with all the ramps open for driving! I love that. And the night driving clip looks truly awesome. I love the little glare effect on the lights. Perhaps the little bit of feedback I can give is that the interior looks too illuminated during the night.

Which tracks are left to be overhauled after South City? I think it's only Fern Bay?
Last edited by pärtan, .
pärtan
S3 licensed
A terrible idea in my opinion. Use intake restrictions instead.
pärtan
S3 licensed
Quote from Mikus1212 :I dont get the focus on the outside track area...

Immersion. And layout options
pärtan
S3 licensed
Quote from David 96 :I have been wondering, for some time, what is the actual source of income for the devs? It can't be the licenses alone, so where do they earn money? With server rental?

They have jobs, and they develop LFS on the side. If I remember right.
pärtan
S3 licensed
Quote from KeiichiRX7 :Yes, they absolutely can, and by then nobody will care about this wonderful sim at all. Don't mistake this for a demand, it's more akin to begging someone to go to rehab.

Okay, fine. But It's very unnecessary in my opinion to stay, and remain so pessimistic. My advice is, either move on or accept the development pace for what it is and enjoy this old game for what it is. You've bought this game in 2005 and you've definitely had your moneys worth out of it. The developers are most likely very tired of the bitter tone in this forum over them being too slow. They do their best.
pärtan
S3 licensed
Quote from KeiichiRX7 :X and Y layouts were a thing when I left this game 10 years ago. As to the point of it being released in 2003, it's been 16 years and it's not even 1.0. With exception of Simpsons Hit and Run every game you mentioned has been through multiple successful iterations since then. Each with new fresh content and experiences for players.

X and Y configurations came 8 years ago in 6B.

Quote from KeiichiRX7 :And I applaud the two updated tracks and one new one.... in 10 years. It bears repeating, this is a game I do actually love, but also one that disappoints like a kid that peaked in early highschool. Like some back woods outpost that thinks the Cold War is still going on, the world of sim racing has moved on without it.

So what it's been 10 years? What gives you the right to demand other people to do things for you. They work on this game in their spare time. They can take 50 years if they want to and you don't have anything to say about it. Just let them finish it in their own pace. If you're so bored with this game, why do you play it. Leave it alone for a while and maybe it will spark your interest again after a while, before or after the updates come out.
pärtan
S3 licensed
Quote from KeiichiRX7 :Impatient: been waiting 10+ years, begging for fresh content.

Quote from KeiichiRX7 :It seems silly to have to point it out, but tracks/venues are content too. Content I've happily purchased for AC I would add.

Well at least in that time we got
- A few car updates for XF and XR in Z25
- Open configurations (X and Y)
- Updated Westhill track with much road, and fresh kart tracks, and also new configurations for the main track
- Updated blackwood with industrial area
- Rockingham
- Updated layout editor with new objects

And now we're at a stage where they are updating every track as we speak in order to intergrate a lighting system. It's not the best time to 'beg for fresh content' in my opinion. Oh well.

Another thing to point out is that LFS is a game which is initially released in 2003. Let's see here.
Need for Speed Underground 1
Original Call of Duty
Simpsons Hit and Run
Tony Hawks Underground 1
Midnight Club 2.
Just a few examples of games from the same era. How many of these games have been updated in 10 years?
Cut the developers some slack. They are in fact still working on it.
Last edited by pärtan, .
pärtan
S3 licensed
Quote from mosquitohater93 :
The fact the XRG/XRT have staggered tires, unheard of for production or race cars of their caliber, tells me they knew something wasn't right when they configured them.

Fair point. However remember that Scawen has acknowledged that there is a problem with the tire physics, and is working hard on it as it is. And he already gets much backlash from the impatient part of the community. Just give him time to do his thing and perhaps your observations will be fixed in the next physics update when it arrives.

Also, just a side note. For what the physics are currently, I'd say that they are pretty darn good, regardless if they aren't 1:1 with reality. I'd go so far as to say it's the most realistic feeling car simulator ever made. So that's something at least.
Last edited by pärtan, .
pärtan
S3 licensed
Quote from mosquitohater93 :Yes, but the front tires stay cold, limiting grip and response. Before they are warm, at least in the XRT, the rears have given up.

Fair enough. Have you tried putting R-tires in the front. That makes a very responsive cold setup.
pärtan
S3 licensed
You can get a lap in on most autocross layouts before the tires start to melt. And at that point you can do a bit of 3rd gear and then start over. No one is forcing you do take 3+ laps on the same set.
FGED GREDG RDFGDR GSFDG